JUST      

Training in Health Emergency Situation by Virtual Reality




IST 3-years project started in January 2000

Objectives

The JUST project addresses the domain of training of non-professional health emergency operators. It aims, through the use of advanced informatic technologies, certified content, and  innovative VR based tools, to provide advanced support for continuous education and training, and to overcome the present weaknesses.
In health emergency care, effective and just-in-time interventions of on-the-field operators can reduce damages to injured citizens. Such damages can be severe and can sometimes turn into permanent disabilities, giving rise to high direct social costs for medical treatments/ rehabilitation / assistance and high social indirect cost (absence from job, etc.).
 

Summary of the project

The specific objectives of JUST are:
(1) development of a Web/CD training course to support the traditional learning phase, based on the collection and/or creation of multimedia content of European relevance,
(2) development of a Virtual Reality Verification Tool to check operators capabilities to:
    A. adopt correct decision-making procedures,
    B. make optimal use of new technological equipment,
    C. overcome psychological barriers.
(3) design and development of advanced, adaptive user interfaces for both the interactive course and verification tool. There is urgent need to develop new methodological frameworks to help professionals and the citizen to access information in multiple and functionally adaptive ways
 

EPFL-LIG's contribution

The design and development of a Virtual Reality application to check the operator?s capabilities to adopt correct decision-making procedures. This application will allow the creation of quasi-random scenarios with animated virtual humans to simulate different situations. The virtual reality technology will enhance quasi-real scene exposure sense of ?presence? of the trained operators on the accident sites. LIG will be mainly responsible for the modelling of virtual human behaviors.
 

Partners