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The MediSim system extends virtual environments to represent simulated medical
personnel interacting with simulated casualties. Fig. 1
diagrams the major components of the MediSim system.
- Existing human models are being extended to provide close-range
simulated casualties. Casualties must show medically significant
features such as face, skeletal structures, and internal organs.
Wound and injury types are being coupled probabilistically to the
simulated battlefield. Casualties must appear sufficiently real in
terms of both physical behavior and appearance, in order to motivate
the trainee and his avatar to expeditiously but carefully provide
medical intervention. The Jack [3] human
model is being extended with capabilities for appropriate injury
display. A stealth human instructor can create simulated injuries and
patient responses to treatment while monitoring the training exercise.
- The semi-automated medical corpsman (SAM) must be able to
demonstrate rescue and medical assessment procedures as a model for
the trainee or to function as an independent agent during a
simulation. The SAM must demonstrate sufficient trauma care skills
and practices in conformance with corpsman or EMT protocols to render
reasonable and responsible simulated medical care. The Jack
human model behavioral set is being augmented with a repertoire
of relevant corpsman behaviors such as taking vital signs to confirm
and/or augment PSM data, immobilizing suspected fractures, and
stabilizing and transporting casualties with signs and symptoms of
shock. Task ordering will be determined by established medical corps
or EMT protocols [5,20].
- Virtual Environment technology will ensure the feeling of
presence in the battlefield environment [22,25]
(Fig. 2). A VE embedding (avatar) of a corpsman must be
produced, with physical control over navigation and voice control over
medical procedures, allowing the corpsman to direct his avatar as
if instructing a knowledgeable assistant.
- Evaluation measures will assess both quantitative (timing, amount of
movement, change in patient's physiological state) and qualitative (care
quality, effectiveness) aspects of interactive corpsman training.
Figure 1: Architecture of Proposed MediSim System
MediSim offers a number of significant advances:
- Synthetic generation and visualization of wounds and injuries,
along with their
concomitant physical, physiological, and behavioral manifestations.
- Model-based visualizations of injuries and vital signs that
trigger corpsman decision-making and behaviors implemented as a
hierarchy of behavior nets.
- Task-based coordination of either multiple synthetic human figures or
combinations of synthetic figures and VR avatars.
- Communication channel between the trainee and the avatar
modeled in an effective VE embedding.
- The use of a ``stealth'' instructor to create, monitor, and effect
injuries and dictate the outcomes of procedures or treatment response, places
the MediSim project within the highly successful paradigm of flight simulation
but entails major innovation in the stealth's user interface.
- A system is to be designed from the start with DIS compatibility
where possible.
In this paper, we first present an overview of the MediSim System and
discuss a prototype real-time implementation, virtual environment
embedding, and distributed interactive simulation. Next in
Section 3, we discuss our model of the wounded soldier,
including the generation of penetrating injuries, casualty simulation
and local wound simulation. Section 4 discusses the
physics-based modeling needed to support the animated simulation of
passive responses to outside forces, including medical procedures. We
conclude in Section 5 with a discussion of concurrent
work in medical decision support and developments in integrated
anatomical and physiological modeling. These appendices are included:
(A) which elaborates the NPS component of MediSim, (B) which contains
a SCAMC paper on generating penetrating path hypotheses for medical
decision support, and (C) which describes a physics-based blood flow
model.
Figure 2: Scene in the Battlefield Environment
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