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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Scenario Editor and Authoring Tool for a Low Fidelity Cultural Competence Serious Game</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Business and Information Technology University of Ontario Institute of Technology Oshawa</institution>
          ,
          <addr-line>Ontario</addr-line>
          ,
          <country country="CA">Canada.</country>
          <addr-line>L1H 7K4</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Despite the computational resources present today, rendering high fidelity real-time graphics is a computationally intensive task. Although designers and developers of virtual learning environments typically strive for high fidelity graphics, evidence suggests that high fidelity graphics does not always lead to greater learning. Here we describe work in progress that is seeing the development of a medical-based cultural competence serious game called Fydlyty, that focuses on a low graphical ifdelity design. Building upon our prior work, here we describe refinements to Fydlyty's scenario editor, and the dialogue authoring tool to address two diferent categories of users' (i.e. educators, and students).</p>
      </abstract>
      <kwd-group>
        <kwd>Serious games</kwd>
        <kwd>scenario editor</kwd>
        <kwd>authoring tool</kwd>
        <kwd>realism</kwd>
        <kwd>fidelity</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Not too long ago the primary purpose of video games was to provide personal and
social entertainment, but this trend has gradually changed. With the tremendous
amount of scientific research conducted regarding the use of games for educational
purposes, the potential value of video games for learning is very prominent [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A
subset of videos games known as serious games have been re-appropriated for
educational and training purposes [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        We have recently introduced Fydlyty, a web-based serious game for
medicalbased cultural competence education [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In this paper, we introduce a dialogue
authoring system that improves Fydlyty by provides educators/instructors a
simple interface to develop and/or modify specific cultural competence based
scenarios. We also discuss a novel debriefing method that includes recording
a player’s gameplay session, uploading the resulting video to an educational
networking site, and having other users (i.e., other students) comment on and
question the player’s actions as depicted in the gameplay video.
      </p>
      <p>
        In the field of medicine, serious games can be used to facilitate enhanced
communication, and can help avoid conflicts in a clinical environment. Conradi
Copyright ©2015 for this paper by its authors. Copying permitted for private and
academic purposes.
et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] proposed a 3D immersive environment to create virtual patients in a
virtual world. This 3D environment is suitable for work-based learners who are
at diferent physical locations. In contrast, the SeGAE (Serious Game Authoring
Environment) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is an author friendly environment that ofers the instructors a
set of editors to define virtual characters’ (VCs) characteristics, mission objectives,
win or loss conditions, and authorized actions in each mission. Using the SeGAE,
the designer can modify and reuse existing modules of the framework to produce
a new serious game.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>The Fydlyty Serious Game</title>
      <p>
        The Fydlyty serious games, intended for medical-based cultural competence
education, was recently introduced [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Here we build upon and improve the
original game environment by providing greater freedom to those using its scenario
editors (i.e., educators and curriculum designers). In the subsequent sections
greater details are provided regarding the new design with respect to: (i) the
game users, (ii) the scenario editor, (iii) the dialogue authoring tool, and (iv)
debriefing.
      </p>
      <p>Game Users The game consists of two diferent types of users (i)
educators/curriculum designers, and (ii) students/trainees. The educators are the
privileged users who can create scenarios, modify dialogue scripts, and assess
the overall progress of each student. On the contrary, the students are the game
players who take the role of the character (a medical professional such as a doctor
or nurse), assigned to them by the educators, and play the game.
Scenario Editor The scenario editor design (see Fig. 1), is based on: (i)
background, (ii) characters (whose mood can be either normal, upset, or angry), (iii)
script, and (iv) role of the game player. The background, and virtual characters
are represented by images (JPEG or PNG) which are rendered at the interface
level. Each characters’ image represents an aspect of the mood (i.e., normal,
upset, and angry) of the VC. As the conversation moves forward, and the mood
of the VC alters, the image expressing the new mood replaces the previous image.
This provides the game player with a sense of achievement (when the mood is
positive), or concern (when the mood is negative).</p>
      <p>The script that each scenario is based consists of the: (i) context, (ii) scene, and
(iii) dialogues. The context describes the circumstances that form the setting of
the event so that the game player can fully understand and assess the environment.
The scene describes the characters involved in the event and the place where it
will occur. Finally, the dialogues, which are uploaded using a comma-separated
version (CSV), describe the narrative between the game player, and the VC are
described in greater detail in the following section.</p>
      <p>Title Suppressed Due to Excessive Length</p>
      <p>Dialogue Authoring Tool The dialogue authoring tool has two purposes: (i)
manage dialogues in the database, and (ii) propose diferent variations of each
dialogue. When the CSV file containing the original dialogue script is uploaded,
each dialogue is saved in the system with reference to its parent. Once completed,
the dialogue authoring tool will then create diferent variations of each sentence
stored. The dialogue authoring tool refers to a predefined list of phrases that it
uses to replace the original phrase with. Depending on the number of alterations,
the new mood (upset or angry) is estimated. One such example is shown in
Fig. 2 where the doctor (game player) replies to the patient (VC) by mistakenly
referring to her as “Mr. Wilson” rather than “Mrs. Wilson”. At this point, the
VC’s mood changes to “upset” while the game player’s score decreases.</p>
      <p>Given that the game is still under development, every possible dialogue does
not have an associate version. Furthermore, it cannot be expected that each
version of a dialogue will be completely correct. To overcome this issue, each
dialogue (as shown in Fig. 2 for example), is editable, and it is the educator’s
added responsibility to ensure that the final dialogue script is grammatically, and
factually correct.</p>
      <p>
        Debriefing At the end of the game, rather than just showing the correct options
that the game player selected and could have selected, we employ the online
educational networking web site OPEN (Observational Practice and Educational
Networking) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to facilitate debriefing, and assess the game play. Here the game
player can upload his/her instance of the game (e.g., gameplay session video),
and other users’ can comment on (and question) the player’s actions as depicted
outlined in the gameplay session video.
4
      </p>
    </sec>
    <sec id="sec-3">
      <title>Summary and Future Work</title>
      <p>Here we described recent improvements to the Fydlyty medical-based cultural
competence serious game. Fydlyty facilitates the dialogue between a game player
and a VC allowing cultural barriers to be examined. Future work includes
improvement of the design for the dialogue authoring tool, and the inclusion
of audio (speech) to increase the fidelity of the VC and measure its efects on
learning.</p>
      <p>Acknowledgments This work was supported by an Ontario Simulation
Network (SIM-one) Simulation Research &amp; Innovation Grant. The support of the
Natural Sciences &amp; Engineering Research Council of Canada (NSERC), and
the Social Sciences &amp; Humanities Research Council of Canada (SSHRC) is also
acknowledged.</p>
    </sec>
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