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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Devising a Co-creative digital content development pipeline for Experiential Healthcare Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Panagiotis E. Antoniou</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Panagiotis D. Bamidis</string-name>
          <email>bamidis@med.auth.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lab of Medical Physics, Faculty of Medicine, School of Health Sciences Aristotle University of Thessaloniki (AUTH) Thessaloniki</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the medical education domain one of the core challenges in content generation is that of massive topical content. Information and Communication Technologies (ICT) have shaped interventions for healthcare and wellness from their beginning. Currently, Technology Enhanced Learning (TEL) in medicine is mostly based on case-based or problem-based learning (CBL/PBL) amongst other instructional models. TEL resources for these models include simulations, scenario narratives and other structured task-based learning episodes. A key challenge for widespread use of such experiential modalities is the rapid deployment of digital content for the extensive breadth and depth of healthcare related knowledge. This is the area where co-creative methodologies are useful. This work describes the design of a co-creative digital content development pipeline for medical education. For this AGILE development paradigms and semantic provisions are required in order to heavily modify current game development engines with specifically defined Visual Data Structures. These tools and paradigms are used to describe a specific but versatile co-creative development pipeline for experiential medical education resources. This pipeline is the precursor for a co-creative environment between healthcare professionals and developers for educationally valid and experientially rich medical education resources.</p>
      </abstract>
      <kwd-group>
        <kwd>Co-creative software development</kwd>
        <kwd>AGILE</kwd>
        <kwd>SCRUM</kwd>
        <kwd>Medical Education</kwd>
        <kwd>Augmented Reality</kwd>
        <kwd>Mixed Reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        One of the core challenges in medical educational content generation is that of
massive content for learners to absorb. It is widely documented that almost 4 decades
ago medical knowledge started doubling almost every two years [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Educators, thus,
turned to technology for coping with the volume and critical nature of content [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] with
overarching aim of such endeavors universal access to healthcare skill development tools
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        From their founding, Information and Communication Technologies (ICT) shaped
healthcare and wellness interventions. They mitigated costs and magnified capacities
for growth and social equality and improved treatment and diagnostic power.
Contemporary healthcare education has moved a lot towards versatile learning resources in
healthcare oriented educational activities facilitated by ICTs [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The core motivation
for this approach is the need for ubiquitous access to clinical skills development tools,
unconstrained by time and place [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This capability of ICT in medicinal instruction is
increased by the parallel progression of web advancements and the multiplication of
intuitive learning situations with quick, content-related input [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        ICT based solutions for education have been implemented in several modalities from
the web [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], Multi user Virtual Environments (MUVEs) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and even Augmented
Reality [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. These modalities offer an inexpensive alternative to the virtual laboratory.
These environments offer learner centric educational activities (e.g. repeating content,
accessing it at off hours) so that students can remain motivated and engaged to the
educational process. It also allows sharpening of laboratory skills beyond mere
knowledge transfer. These skills mitigate core curriculum weaknesses because hands
on laboratory techniques not adequately trained to students due to cost, time or safety
reasons [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ] leaving medical students theoretical educated but lacking clinical and
lab skills [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        For these reasons the inexpensive but equally impactful technologies of virtual
augmented and, recently mixed, reality (VR/AR/MR) technologies (with the advent of the
Microsoft HoloLens. Evidence have been provided for these technologies increasing
the impact of an educational episode, thus greatly affecting educational outcomes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Examples are many including experiential world exploration [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], chemistry and
physics laws visualizations that greatly impact student understanding and engagement [
        <xref ref-type="bibr" rid="ref13 ref14 ref15">13,
14, 15</xref>
        ]. The immediacy and engagement of these technologies both motivate and
allows the learner to anchor, internally, knowledge about the educational material
reducing the chance of maintaining conceptual errors [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. For these modalities, the core
obstacle towards widespread use is the rapid development of resources about the
extensive depth and breadth of medical knowledge. This is the area where co-creative
methodologies are useful in order to allow non-technical contributors (doctors or even
students) to share some of the burden of content creation.
1.2
      </p>
      <sec id="sec-2-1">
        <title>Co-creation as participatory Knowledge sharing.</title>
        <p>
          The co-creation concept emerged from marketing and more specifically from
product design. Value co-creation (VCC) as it was originally termed was the process for
identifying an item's value offer through client participation rather than the standard
statistical surveying avenues [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ]. In VCC, clients/users took a dynamic role and
created product value together with the core stakeholder (firm, creators etc.) [
          <xref ref-type="bibr" rid="ref17 ref19">17, 19</xref>
          ].
Self-reliance, communication, engagement, and experience were identified as the key
components of the joint endeavor for forming added value [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. VCC is more than the
sum of these components as it moves past product generation to issues like product
utilization and the whole chain of value delivery [
          <xref ref-type="bibr" rid="ref17 ref21">17, 21</xref>
          ]. Marketing research [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] has
listed more than 27 unique definitions, that can be attributed to the two components of
VCC that are termed Value in Use (ViU) and co-creation. These theoretical concepts in
VCC are reinforced in earlier literature about VCC as a combining factor of buyer skills
and actual cooperative firm-client product co-creation [
          <xref ref-type="bibr" rid="ref21 ref23 ref24">21, 23, 24</xref>
          ].
        </p>
        <p>
          Co-creation offers to the product design process dynamic support for new item
improvements [
          <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
          ] in the form of co-production. Co-production involves the
immediate or indirect "cooperating with clients" [
          <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
          ] or even the applied interest in the
product/service configuration process [
          <xref ref-type="bibr" rid="ref29 ref30">29, 30</xref>
          ]. Client investment may be expressed as
an assistive part at the outskirts of a company's workflows [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], or in a dynamic, core
part by utilizing sharing and learning of expertise and data of the firm [
          <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
          ].
Cocreation has also been described through client association, than is by demonstrating
shared physical, mental and trade activities, as well as access to common masteries
[
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. Moving in more detail, co-generation has been defined as an arrangement of
actions completed by actors (financial, social and others) involved in the value chain
networks [
          <xref ref-type="bibr" rid="ref34 ref35">34, 35</xref>
          ]. It is implemented through coordination [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ], exchange [
          <xref ref-type="bibr" rid="ref37 ref38">37, 38</xref>
          ] and
incorporation of common assets into the process of value generation [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ]. When clients
invest assets through the co-creation forms, the key stakeholder (firm, creator) achieves
both demonstrated client request fulfillment as well as exploiting client experience for
the expansion of the firm [
          <xref ref-type="bibr" rid="ref40 ref41">40, 41</xref>
          ]. Co-creation also allows for the creative process to
become distributed but remain within the key stakeholder a characteristic of
co-production [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]. This process allows clients to be fully engaged in co-production process [
          <xref ref-type="bibr" rid="ref43 ref44">43,
44</xref>
          ] with some studies going as far as to identify value in mutualism, receptiveness, and
non-hierarchical relations [
          <xref ref-type="bibr" rid="ref32 ref40">32, 40</xref>
          ] as element of co-production. This kind of extensive
interpretation of the co-creation process has led research [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] to expose as one of the
main factors of co-creation efficacy the sharing of knowledge.
1.3
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Aim and scope of this work.</title>
        <p>It is this exact sharing of knowledge that is tapped in the field of medical education for
the co-creative effort. The target group for medical education content is the medical
sector and this exact segment is also the one that has the expert knowledge that needs
to be used for creation of medical education content creation. Given this incentive, it is
the goal of this work to describe the design of a co-creative digital content development
pipeline for medical education in order to allow digital medical content creation to keep
pace with the rapidly expanding knowledge in the medical field.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Devising a Co-creative digital content development pipeline; paradigms and tools.</title>
      <sec id="sec-3-1">
        <title>AGILE Human centric software development as the paradigm for cocreative digital content development</title>
        <p>
          AGILE software development (ASD) is a software development and project
management paradigm that offers on-time delivery and customer satisfaction [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]. To achieve
that it deliver business value in short iterations with the development process carried
out incrementally and empirically. This becomes a key advantage because direction of
product development can be changed immediately. Human resources and their
interactions are at the core of such methods [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. SCRUM [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ], Kanban [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] or Extreme
Programming [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ] are all AGILE methodologies that propose a product (usually software)
development model. These models while versatile and flexible have lax definitions for
what constitutes the right kind of product that maximizes customer/user needs and
expectations. To address this gap for products with good user experience (UX), evolved,
hybrid approaches nominated Human-Centered Design or referred User-Centered
Design (UCD) [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ] are applied. While there are challenges integrating ASD and UCD,
their integration makes the development processes more human-centered [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ]. User and
stakeholder involvement is the crucial factor for such a system to succeed [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ].
Compared with traditional approaches, this involvement is not only limited to early
development phases, but throughout the whole development process instead [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ]. Product
requirements are the base of all software product development. Thus Requirements
Engineering (RE) has an important role in system development. Compared to traditional
approaches ([
          <xref ref-type="bibr" rid="ref54 ref55">54, 55</xref>
          ]), a list of prioritized requirements (Product Backlog [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ]) is
initially drafted instead of a detailed requirements specification document. The main RE
activities (elicitation, documentation, validation, negotiation and management) are not
an isolated stage from the rest of the development process. They are revisited in each
iteration and at only iteration specific information is elaborated before moving to the
next iteration. For this purpose, RE in AGILE environments is carried out just-in-time
with a Little Design Up Front [
          <xref ref-type="bibr" rid="ref56">56</xref>
          ]. In this work, this just in time, integrative iteration
approach is extended as a co-creative process not only for RE but also for core
development activities facilitated for the co-creating healthcare professionals.
2.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Ubiquitous game development platforms and Semantic back-ends.</title>
        <p>
          The presentation part of an experiential resource for healthcare education is rather
specific. It is a virtual space, overlaid to any ordinary physical space (Room, Auditorium
etc.). For that purpose the capacities of modern headsets like the Microsoft’s HoloLens
[
          <xref ref-type="bibr" rid="ref57">57</xref>
          ] facilitate spatial mapping of the surrounding environment, allowing ubiquitous
deployment of digital content in every environment. Compounding this, the advent of
game development platforms like Unity 3D [
          <xref ref-type="bibr" rid="ref58">58</xref>
          ] allows for a one development- many
platforms deployment. Customizability of such environments with provisions for visual
data structures (e.g. Unity3D’s scriptable objects [
          <xref ref-type="bibr" rid="ref59">59</xref>
          ]) is a key factor for allowing their
transformation to an editing platform that even the non-technical user can use for such
specific use cases and data models.
        </p>
        <p>
          Linkage of the specific healthcare topics to relevant TEL resources require a formal
knowledge level modelling. Such a modelling requires the use of existing relevant
taxonomies that concisely describe relevant medical domains as well as the development
of User eXperience (UX) taxonomies that will offer hierarchies linking UI and 3D
environment features with user interactions with them (collision, button click etc.). For
healthcare, example of taxonomic divisions into structural and functional domains
already exist in the MeSH.A and MeSH.E04 taxonomies of the Medical Subject
Headings formal taxonomy [
          <xref ref-type="bibr" rid="ref60">60</xref>
          ]. Leveraging such semantic links will allow healthcare
Learning Objectives and conceptual areas to easily correlate with assets used in AR/MR
resources. Where no formal taxonomies exist, such experiential features will be
codified in a more ad-hoc but self-consistent data level modelling way to facilitate a
semantically enriched back-end.
2.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Semantically annotated Visual Data Structures.</title>
        <p>
          The data modelling of such a development endeavor would follow an approach that has
been previously implemented in other platforms. Using a simple state-full node-link
branching approach a narrative scenario can be implemented [
          <xref ref-type="bibr" rid="ref61">61</xref>
          ] in any 3D virtual
environment (Display based, AR, VR, MR). With the same approach an exploratory
educational experience can be developed using the nodes as specific stages of the
exploratory experience and the links as transitions (e.g. through buttons or location
triggers) between each stage of the learning experience. The overall functional design of
the Visual Data Source is outlined in Fig. 1. Specifically, the VDS is an object that
contains several attributes that are programmatically accessible. These would include
things like a 3D model with or without animation, text narrative or descriptions. It
would also include data modelling information like the role of this asset
in a specific educational resource, complete with links from and to other such resources,
including the graphical points of interaction (colliders, buttons etc.) of the 3D resource.
This VDS when annotated through custom or existing taxonomies is easily usable from
a non-expert (she can easily search through a repository of such resources, find, explore
them and finally edit the narrative details to fit her new purpose). It is also readily
understandable by a non-technical user about its use. The user can drag and drop these
visual resources together and through preprogrammed provisions to express narrative
or exploratory links between them directly in the 3D environment. That way a complete
resource can be prototyped completely by the co-creating user without intervention
from technical experts. The technical experts’ job will be to facilitate the process by
creating completely non-existent 3D assets when pre-existing solutions are not
adequate and coding unexpected interaction requirements from the co-creating user.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Proposing a Co-creative digital content development pipeline</title>
      <p>
        The previously described methodologies and tools are distilled in a specific content
development pipeline The base of the methodology in this endeavor will be flexible
scheduling of software and 3D model resource iterations based on several SCRUM
pushes as defined in the SCRUM, AGILE development framework [
        <xref ref-type="bibr" rid="ref47 ref62">47, 62</xref>
        ].The details
are presented below. Throughout this section professionals specifically oriented in
technology resource development (coders, 3D artists etc.) are referred to as “the
development team”, “developers”, or “the technical team”. On the other hand, topical experts,
co-creators, such as doctors, students, or other healthcare educators will be referred to
as “co-creating users”, “co-creators” and “domain experts”.
      </p>
      <sec id="sec-4-1">
        <title>Preparation and Planning Stage</title>
        <p>
          This stage consists of the co-creating users’ acclimation and introduction to the
methodology and tools of the pipeline. This would take the form of a short workshop
that will bring all the participants to the required readiness level for using the
co-creative infrastructure. Planning also will include well defined roles allocation. For each
resource or group of resources the domain experts will be defined not only as a
cocreator in the pipeline but also as a formal product owner in the SCRUM role scheme
[
          <xref ref-type="bibr" rid="ref62">62</xref>
          ]. This will allow the development team to have focused guidance through familiar
roles.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Co-creation Stage</title>
        <p>Access to the co-creative infrastructure is provided and the participants agree to a
deadline for completing their content. At all the time of the co-creation stage the users
shall have access to technical advice from the technical team that is also gathering the
required content that needs to be originally developed.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Technical Facilitation Stage</title>
        <p>The Technical Team develops the necessary content and the co-creating users
approve it. In this stage, completely new, required, resources will be developed. This
means that several iterations of the 3D models will be developed digitally from medical
3D artists and interaction template that are not covered from existing resources will be
devised by the programming technical facilitators. All resources will be reviewed by
the respective product owner before committing to releasing the resource for integration
in the specific educational episode.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Prototyping Stage</title>
        <p>The resource is deployed and explored. Educational alignment of the resources will
be verified through trial runs and evaluated through users’ focus group sessions. Bugs,
issues and content issues are identified for the next pass of the resource through the
pipeline.
4</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The proposed pipeline in this work has been designed in a twofold manner. On one side
care was taken to design the supporting data structure and toolkit as generic as possible,
while on the other side achieving ease of use and co-creative versatility by
incorporating in it the core provisions of experiential medical education prevalent use cases. This
co-creative pipeline of course needs to be tested and and verified both for development
efficacy and educational content value.</p>
      <p>
        Preparatory work by the developers is required for offering a toolset that removes
technical overheads and allows the co-creating user to quickly put together her concept to
the platform. Most of the content development platforms (e.g. Unity3D) are powerful
and versatile enough to allow for deep customization. This type of customization by
technical experts can transform these programming environments almost completely
into graphical design environments that are easily usable by non-technological users.
These solutions and the co-creative process is also facilitated as the generations shift
from technology illiterate towards not only technology literate but technology natives
[
        <xref ref-type="bibr" rid="ref63">63</xref>
        ]. This shift in the co-creator’s demographic towards people who are familiar not
only with the use of technology but also with basic programming concepts
(branchinglooping etc.) and thus they can become even more autonomous in content co-creation.
With most aspects of technology going towards a user-centric design paradigm [
        <xref ref-type="bibr" rid="ref50">50</xref>
        ],
this work is the initial step for a co-creative environment between healthcare
professionals and developers that can both focus on educational veracity and ensuring rich
experiential resources.
      </p>
    </sec>
  </body>
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