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Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and learning in VR with traditional training media often demonstrate the equivalence or even superiority regarding particular variables of learning or training effectiveness.
Objective: In the EPICSAVE (Enhanced Paramedic Vocational Training with Serious Games and Virtual Environments) project, a highly immersive room-scaled multi-user 3-dimensional VR simulation environment was developed. In this feasibility study, we wanted to gain initial insights into the training effectiveness and media use factors influencing learning and training in VR.
Methods: The virtual emergency scenario was anaphylaxis grade III with shock, swelling of the upper and lower respiratory tract, as well as skin symptoms in a 5-year-old girl (virtual patient) visiting an indoor family amusement park with her grandfather (virtual agent). A cross-sectional, one-group pretest and posttest design was used to evaluate the training effectiveness and quality of the training execution. The sample included 18 active emergency physicians.
Results: The 18 participants rated the VR simulation training positive in terms of training effectiveness and quality of the training execution. A strong, significant correlation (r=.53, P=.01) between experiencing presence and assessing training effectiveness was observed. Perceived limitations in usability and a relatively high extraneous cognitive load reduced this positive effect.
Conclusions: The training within the virtual simulation environment was rated as an effective educational approach. Specific media use factors appear to modulate training effectiveness (ie, improvement through “experience of presence” or reduction through perceived limitations in usability). These factors should be specific targets in the further development of this VR simulation training.
Microservices is an architectural style for complex application systems, promising some crucial benefits, e.g. better maintainability, flexible scalability, and fault tolerance. For this reason microservices has attracted attention in the software development departments of different industry sectors, such as ecommerce and streaming services. On the other hand, businesses have to face great challenges, which hamper the adoption of the architectural style. For instance, data are often persisted redundantly to provide fault tolerance. But the synchronization of those data for the sake of consistency is a major challenge. Our paper presents a case study from the insurance industry which focusses consistency issues when migrating a monolithic core application towards microservices. Based on the Domain Driven Design (DDD) methodology, we derive bounded contexts and a set of microservices assigned to these contexts. We discuss four different approaches to ensure consistency and propose a best practice to identify the most appropriate approach for a given scenario. Design and implementation details and compliance issues are presented as well.
In parcel delivery, the “last mile” from the parcel hub to the customer is costly, especially for time-sensitive delivery tasks that have to be completed within hours after arrival. Recently, crowdshipping has attracted increased attention as a new alternative to traditional delivery modes. In crowdshipping, private citizens (“the crowd”) perform short detours in their daily lives to contribute to parcel delivery in exchange for small incentives. However, achieving desirable crowd behavior is challenging as the crowd is highly dynamic and consists of autonomous, self-interested individuals. Leveraging crowdshipping for time-sensitive deliveries remains an open challenge. In this paper, we present an agent-based approach to on-time parcel delivery with crowds. Our system performs data stream processing on the couriers’ smartphone sensor data to predict delivery delays. Whenever a delay is predicted, the system attempts to forge an agreement for transferring the parcel from the current deliverer to a more promising courier nearby. Our experiments show that through accurate delay predictions and purposeful task transfers many delays can be prevented that would occur without our approach.
With an increasing complexity and scale, sufficient evaluation of Information Systems (IS) becomes a challenging and difficult task. Simulation modeling has proven as suitable and efficient methodology for evaluating IS and IS artifacts, presupposed it meets certain quality demands. However, existing research on simulation modeling quality solely focuses on quality in terms of accuracy and credibility, disregarding the role of additional quality aspects. Therefore, this paper proposes two design artifacts in order to ensure a holistic quality view on simulation quality. First, associated literature is reviewed in order to extract relevant quality factors in the context of simulation modeling, which can be used to evaluate the overall quality of a simulated solution before, during or after a given project. Secondly, the deduced quality factors are integrated in a quality assessment framework to provide structural guidance on the quality assessment procedure for simulation. In line with a Design Science Research (DSR) approach, we demonstrate the eligibility of both design artifacts by means of prototyping as well as an example case. Moreover, the assessment framework is evaluated and iteratively adjusted with the help of expert feedback.
The network security framework VisITMeta allows the visual evaluation and management of security event detection policies. By means of a "what-if" simulation the sensitivity of policies to specific events can be tested and adjusted. This paper presents the results of a user study for testing the usability of the approach by measuring the correct completion of given tasks as well as the user satisfaction by means of the system usability scale.