CHU Rouen – Serious Game “Key Steps in a Journey and Positioning of Each”

The GHT Rouen Cœur de Seine aims to train healthcare professionals in emergency management in nursing homes (EHPAD) and the various care options available in healthcare facilities. The training needs to reflect real-world conditions and consider the specifics of the territory while being as engaging as possible.

To address the specific needs of the GHT Rouen Cœur de Seine, Audace is developing two training modules, each in the form of a serious game. These training modules have been designed for healthcare professionals working within the GHT Rouen Cœur de Seine.

Serious game system

For this module, Audace has broken down the training into three pathways:

  • The failure of the caregiver, of those involved in the city and at home,
  • The psychiatric journey,
  • The link between EHPAD and hospital

Gameplay

Here, the serious game presents itself as a board game. The player advances his pawn and must solve challenges presented on the squares of the board. The first boxes allow him to discover the context. The learner then encounters an event or challenge on the next space that they need to resolve. To help them make the best decisions for their patient, clues are provided in the form of cards representing various actors (doctor, patient’s family, patient, etc.).

Each journey has its own patient, its own situation and a unique scenario.

Example scenario: Mr. and Mrs. Bauldeupa are a childless couple with a relatively high financial situation. Mr. Bauldeupa suffers from a loss of autonomy, diabetes and osteoarthritis. The couple manages alone and only has an IDEL to help them take insulin… But one day, Mme. Bauldeupa has a stroke. The challenge is on! Who to warn? Que faire ? Quelle prise en charge financière pour le couple ?

The player must use the information provided by the cards to make the right decisions!

Pedagogical Objective of the Serious Game

This game aims to develop and enhance the skills of healthcare professionals, such as diagnosis, decision-making, patient communication, and resource management. The scenarios presented emphasize realistic situations, allowing users to apply their theoretical knowledge and improve their understanding of medical protocols.

Strategic Goals of the Digital Training

The strategic value of this game lies in its ability to provide accessible, interactive, and engaging medical training. It helps bridge the gap between theory and practice by offering users a realistic virtual experience where they make decisions, observe the outcomes, and learn from their mistakes, all without putting real lives at risk.

Target

Healthcare professionals of the GHT Rouen Coeur de Seine:

  • Care assistants,
  • Psychomotor therapists,
  • Nursing assistants,
  • Nurses,
  • Rehabilitation therapists
  • Healthcare managers

Pedagogy

The serious game offers two learning modes:

  • A “training” mode with unlimited attempts to allow learners to practice and correct their errors,
  • An “evaluation” mode to measure the skills acquired. Here, the learner is only allowed one attempt and cannot start again in the event of an error. He obtains a note at the end of the situation played, a note which is transmitted to the trainer.

The training offers learners the opportunity to learn at their own pace and assess their acquired skills. Immersive and interactive, it provides a practical and realistic experience.

CHU Rouen – Serious Game “Emergency Management in EHPAD”

GHT Rouen Cœur de Seine aims to train healthcare professionals in emergency management in EHPADs (nursing homes) and the various care options available in healthcare facilities. The training must reflect real-world conditions and account for the specific characteristics of the region, while being as engaging as possible.

To address the specific needs of GHT Rouen Cœur de Seine, Audace is developing two training modules in the form of serious games. These training modules are designed for healthcare professionals working within the GHT Rouen Cœur de Seine.

Dispositif: 3D Guided Game for Patient Management in EHPAD

The module is described as a 3D guided game, following a step-by-step procedure for identifying signs of urgency. Learners navigate through a medical environment and patient rooms. He interacts with the personnel around him. A rest room has even been set up!

Scenario: You start a new day at the EHPAD, Résidence des 4 vents, and you visit Mrs. Fleutain, your patient who was tired when you left yesterday. Today she doesn’t feel well. It’s up to you ! What treatment, what examination should be done to ensure Ms. Fleutain’s condition? Be careful, a wrong diagnosis can worsen your patient’s condition!

Gameplay: Fun Learning in EHPAD

Learners move freely within virtual environments that accurately reflect real-life settings. They can also interact with patients and key figures involved in the care process. Of course, each of their decisions impacts the course of the game. This allows them to encounter situations requiring rapid and effective patient care, similar to those they will face in real life.

The navigation within the game is smooth, providing an immersive experience. Interactions occur through a user-friendly interface with intuitive icons, but players can also click on elements within the scene, such as characters, tools, or documents. Access to the patient file is integrated into quick-access icons, ensuring efficient management of medical information.

Pedagogical Objective of the Digital Training

This game aims to develop and enhance the skills of healthcare professionals, such as diagnostic abilities, decision-making, communication with patients in nursing homes, and management of medical resources. The proposed scenarios focus on realistic situations, allowing users to apply their theoretical knowledge and improve their understanding of medical protocols.

Strategic issues

The strategic value of this game lies in its ability to provide accessible, interactive, and engaging medical training. It helps bridge the gap between theory and practice by offering users a realistic virtual experience where they make decisions, observe the outcomes, and learn from their mistakes, all without putting real lives at risk.

Target

Healthcare professionals of the GHT Rouen Coeur de Seine:

  • Care assistants,
  • Psychomotor therapists,
  • Nursing assistants,
  • Nurses,
  • Rehabilitation therapists
  • Healthcare managers

Pedagogy

The serious game offers two learning modes:

  • A “training” mode with unlimited attempts to allow learners to practice and correct their errors,
  • An “evaluation” mode to measure the skills acquired. Here, the learner is only allowed one attempt and cannot start again in the event of an error. He obtains a note at the end of the situation played, a note which is transmitted to the trainer.

The training offers learners the opportunity to learn at their own pace and assess their acquired skills. Immersive and interactive, it provides a practical and realistic experience.

Orano – Application “Calorifuge”

ORANO, a major player in the nuclear industry, commissioned Audace to create an application for thermal insulation specialists working in nuclear power plants. The goal of the application is to digitize the creation of insulation plans, which were previously done on paper.

Application content

The Calorifuge Application project includes the study, design, and development of an operational application. It allows users to create a plan on an isometric sheet and display its rendering in 3D. The application incorporates augmented reality to enable comparison with the actual piping present on-site.

Once the insulation has been designed, the workshop that fabricates them receives the order directly from a web interface that collects the various designed insulations.

The application is therefore divided into two parts:

  • A “field” part available on smartphones and tablets that allows users to design insulation and send it to the “workshop” part.
  • A “workshop” part accessible via a web interface that provides access to the data collected in the field.

Accessibility to Digital Training

The system is usable via a Samsung Galaxy Tab Active 3 Enterprise version. It operates on Android 11, and the web component is accessible through various browsers (Internet Explorer 11, Chrome Blink 92, Firefox 88.0, etc.).

Interfaces and Features

  • For the field part: The user has access to an isometric view as well as a menu allowing them to choose from several icons representing different components of piping. They can draw using a stylus while being assisted by the application, which corrects their lines (to ensure they are straight and follow the layout of the sheet). The application offers additional specification options such as specifying the angle of the elbow, the pipe diameter, the fluid direction, the type of insulation, etc. Finally, the user can project their creation in augmented reality.
  • For the workshop part: The user has access to a list of all the requests that have been sent to them. Each request can be accepted or declined and has a field to track its progress. All users have a calendar with accepted requests, which can then be incorporated into a design schedule. The piping details in an order can be viewed in 3D directly from the web interface.

Application pedagogy

The project is a business application directly used in production. It centralizes and facilitates data exchange between insulation technicians and workshops. This enables the consolidation of all necessary data for the fabrication of insulation in a single application. As a result, the process of creating insulation is accelerated, and information loss is avoided.

Orano – VR Seismic Risk Simulation

Verifying the reliability of equipment in the face of a force majeure event is nearly impossible in reality. To mitigate the risk of seismic events and their consequences on nuclear power plant installations, Orano has opted for a VR (virtual reality) simulation.

Device

Virtual Reality Training Application. In this application, the learner is trained on securing scaffolding in nuclear power plants to prevent fall hazards, including during seismic events.

Target

Nuclear Power Plant Operators.

Objective of digital training

Training nuclear power plant operators, under the supervision of an instructor, in securing scaffolding to prevent fall hazards, particularly during seismic events. The learner here practices the installation of various types of fasteners. The application then allows for simulating an earthquake to verify the safety of the installation.

Kéolis – Manager learning

Following the award of a tender for the operation of a new metro line in Shanghai, Keolis entrusted Audace with the design and development of a Business Game for its senior executives. Objective: to validate their ability to synchronize and optimize their actions in an operational framework. This serious game was deployed in 3 languages: French, English, and Chinese.

Pedagogical objectives

  • Be able to manage the action plan during the reflection, preparation, and project launch phases.
  • Be able to perform individually for the benefit of the management team.

NB: Pedagogy adapted to the profiles of managers and Asian culture.

Gameplay

Serious game based on action cards to be played by placing them on the doors of the metro train. The player controls their tactics but not the time. The train departs on time! Only the pre-positioned cards are played. The learner’s choices influence their own QCT indicators. Additionally, since all the tablets are interconnected, this also impacts the results of other managers. Ultimately, the player must evaluate their performance in terms of the group’s overall success, rather than just their own individual results.

Graphism Technology

2D flat design style and development on Unity3D. Data reporting is done via SCORM.

Levels

Serious Game on tablet, multiplayer, played in person, and moderated by an Expert Game Master. The Serious Game alternates between gameplay phases and analysis phases. The progression is linear and aligned with the reality of the action plan.

The evaluation is carried out through individual performance indicators and a collective scoreboard.

EVALUATION

Individual performance indicators and collective score table.

Annecy Electronics / Exxotest – Virtual Twin “Volvo D8 Engine”

Exxotest® is a provider of solutions for the analysis of onboard communication networks and after-sales diagnostic tools. They also offer educational training solutions for maintenance to professionals in the automotive industry, including manufacturers, suppliers, integrators, and training institutions.

In this context, Audace Digital Learning has been entrusted with the design of an educational material in mixed reality for learning industrial machinery maintenance. Through augmented reality, the virtual twin of the Volvo D8 industrial machinery engine is overlaid on the actual equipment. The learner can then observe the operation of the engine and its functional systems, such as the air, oil, and fuel circuits. They can also discover technical information accompanied by quizzes and animations to facilitate their learning process.

Bridgestone – Tire manufacturing simulator

For all industrial stakeholders, training new entrants is a significant investment of energy, time, and money. Bridgestone, a leader in tire manufacturing, has invested in blended learning combining face-to-face training, Virtual Reality (VR), and simulation in a training mini-factory produced by Audace.

Device

Audace has recreated a complete production line and various machine tools for Bridgestone. Seven workstations and associated operations are simulated.

The operator navigates in their virtual environment using a VR walking pad. They can perform virtually all tasks required for tire assembly and acquire precise technical skills as well as learn how to monitor checkpoints.

Multiple levels of difficulty and scenarios are incorporated to provide progressive and safe training without the requirement of an operational real machine.

The trainer receives visual feedback on the screen. He can track the results and intervene to reinforce a point or overcome a difficulty.

Since its introduction in France, this VR simulator has been awarded the “Bridgestone Group Award for Management Fundamentals” and has been developed for Spain (B-Kanpus, Bilbao). It is currently being deployed in Hungary and Poland. The concept has been expanded to new production processes such as Quality Control and Mixing (Banbury).

Objective

By overcoming the challenges of hiring and training at Bridgestone, the VR simulator allows unemployed individuals with no prior manufacturing experience to acquire the necessary technical skills and the right pace to work on a tire assembly line without experiencing the stress associated with real production.

Keys to the success of the simulator

1. Hyper-realism

The high-quality 3D graphics of the simulator create a complex environment that immerses the learner, making it indistinguishable from real-life situations.

2. Presence

The learners immediately feel connected or present in this environment. Indeed, this immersive learning has the tremendous advantage of being multi-sensory. It requires:

  • motor functions (involvement of the body in action through the VR treadmill, resistance to effort, ability to repeat precise movements, etc.),
  • sensory functions (sound, vibration, etc.; for an optimal immersion, the sounds of the workshop and the production line have been reproduced),
  • emotional functions (building self-confidence, testing one’s limits, developing vigilance).

3. Realisation

The mechanism by which success is measured in the immersive learning environment is related to real performance objectives. The device itself is adapted to the target audience, namely the Generation Y. Learning involves engaging activities similar to video games that are commonly practiced in private settings, which can generate immediate enthusiasm among learners.

ROI of the simulator

Thanks to the digitization of its training program, Bridgestone Bilbao has observed the following return on investment (ROI):

80% reduction in the immobilization of production resources required for training
90% reduction in the immobilization of human resources required for training
30% to 50% reduction in safety incidents
30% to 50% reduction in quality issues

Outcome: 70% cost savings on the total training expenses.

Besides the other impacts :
• National company image (frequent articles in national media + Visit of the Prime Minister of the Basque Country)
• Enhanced local corporate image
• Company image within the industry (clients/suppliers)

Orano – “Pool Decontamination” Simulator

Device

Virtual Reality simulator for pool decontamination training:

This simulator aims to enable the training of nuclear decontamination operators in a pool confinement environment, outside of the actual inaccessible context for training. It provides an immersive and hyper-realistic experience to learn and assess the technician’s ability to perform sensitive procedures.

He must complete a mission in 7 steps. : radiometry, spraying horizontal surfaces with a high-pressure cannon, foam application on vertical walls, spraying to remove foam, collecting liquids in strainers, retrieving radioactive residues and isolating them in a lead castle, completing the decontamination process, and performing a final differential radiometry measurement to evaluate the procedure.

Orano – Mixed Reality Smart Maintenance

In collaboration with Orano R&D, Audace Digital Learning participated in the development of a device for visualizing ionizing points and providing training within EDF CPE workshops. Mixed reality glasses allow the operator to navigate an environment while visualizing radiation, enabling interventions with minimal exposure to risk. Additionally, instructions and advice appear in the glasses at each stage of the intervention. he training accompanies the operator on their intervention site, providing guidance on processes, safety, and becoming a valuable aid in “smart maintenance.”

Device

Real-time visualization device of radiological and topographic data within EDF CPE workshops. This module is used through the Hololens augmented reality glasses.

Target

Maintenance operators in CPE facilities.

Objective

Enabling the operator to progress in their intervention area while minimizing their exposure to risk. Instructions and advice appear in the glasses at each stage of the intervention. Thus, training merges with the operational moment.

EDF Nucléaire – Serious game with digital twin

EDF develops digital training programs that allow immersion in nuclear environments and provide training on the identification and use of equipment and technologies. These programs are designed to interest and motivate EDF employees, enabling them to practice protocol repetition, learn proper procedures, and validate their ability to work under conditions that closely resemble real interventions.

Device

Audace Digital Learning has designed a Serious Game featuring a hyper-realistic reconstructed environment.

Real-time technology allows for faithful reconstruction of object/learner interactions. The choice of a subjective camera perspective (through the player’s eyes) enhances the sense of immersion.

Objectives

Learning the technical operations for production staff.

Target

Production personnel

Discover the project in a video.