Virtual Standardized Patients for Interactive Conversational Training: A Grand Experiment and New Approach (bibtex)
by Thomas B. Talbot, Albert Skip Rizzo
Abstract:
The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.
Reference:
Virtual Standardized Patients for Interactive Conversational Training: A Grand Experiment and New Approach (Thomas B. Talbot, Albert Skip Rizzo), Chapter in Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations:, IGI Global, 2019.
Bibtex Entry:
@incollection{talbot_virtual_2019,
	address = {Hershey, PA},
	series = {Advances in {Game}-{Based} {Learning}},
	title = {Virtual {Standardized} {Patients} for {Interactive} {Conversational} {Training}: {A} {Grand} {Experiment} and {New} {Approach}},
	isbn = {978-1-5225-7461-3 978-1-5225-7462-0},
	url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3},
	abstract = {The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.},
	booktitle = {Exploring the {Cognitive}, {Social}, {Cultural}, and {Psychological} {Aspects} of {Gaming} and {Simulations}:},
	publisher = {IGI Global},
	author = {Talbot, Thomas B. and Rizzo, Albert Skip},
	month = jan,
	year = {2019},
	doi = {10.4018/978-1-5225-7461-3},
	keywords = {MedVR, UARC}
}
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