Surpassing the limits of Storyline: a challenge overcome!

E-learning module creation tools have become essential for multimedia instructional designers. Articulate Storyline is one of these widely used tools. However, despite its advanced features, Storyline has functional limitations that can hinder creativity and prevent meeting specific demands. In this context, pushing the boundaries of Storyline is crucial to providing more immersive and personalized learning experiences.

Audace pushes the boundaries of Storyline.

In the field of creating online training, Articulate Storyline has become one of the most popular tools. With its intuitive interface, reminiscent of Microsoft Office software, particularly PowerPoint, Storyline enables the creation of simple and linear training modules. However, like any tool, it has functional and creative limitations.

Leveraging its expertise in custom e-learning development, Audace has been able to surpass the functional limitations of Storyline and provide tailored solutions that meet the specific needs of each project. To achieve this, Audace developers use the JavaScript programming language.

Example: It is not possible to send a score of 100% to the platform without an integrated assessment quiz within the module. To address this, you can connect to the SCORM API using a JavaScript command executed on the final screen of the module and call the “cmi.score.raw” command, assigning it the value “100”.

Other limitations of Storyline have also been overcome. For example, the issue of not being able to automatically hide the close button of an automatically generated lightbox, which prevents the use of a custom button created by the integrator, has been addressed.

Similarly, Audace has addressed requests such as “displaying the current date on the module’s homepage” and “integrating a PDF file within a screen rather than opening it in a new browser tab.”

Audace and its "out-of-the-box" approach

Among other challenges: streaming 360-degree videos. While Storyline allows for displaying 360-degree images and creating immersive journeys, it does not natively support streaming 360-degree videos. However, it is possible to load a 360-degree video into a lightbox using the JavaScript library three.js.

Finally, creating multilingual modules is also a challenge that training designers may face. Automatically translating buttons such as “next,” “previous,” and “exit,” as well as the module’s table of contents, requires integrating all these elements directly into the screens rather than relying on Storyline’s default settings to manage them automatically.

Although Articulate Storyline is a valuable tool for creating e-learning modules, it is not without its limitations. However, with an innovative approach and the right technical skills, it is possible to overcome these barriers. Audace is at the forefront of providing more creative and high-quality training with its “out-of-the-box” approach.

Apple Vision Pro / Meta Quest 3: Clash of the Titans?

Virtual and augmented reality are rapidly growing technological fields. They offer immersive experiences and transform the way we interact with the digital world. In this context, Apple and Meta have recently announced their new virtual and augmented reality headsets: the Apple Vision Pro and the Meta Quest 3. Both products are generating significant interest among technology enthusiasts and users seeking high-quality virtual experiences. Let’s take a closer look at the features and functionalities of each headset. Which one will provide the best user experience?

Tech Showdown: Analyzing the Specs of the Apple Vision Pro vs. Meta Quest 3!

The highly anticipated showdown between the Apple Vision Pro and the Meta Quest 3 promises to be epic. Both augmented and virtual reality headsets are generating significant interest among enthusiasts of immersive technologies. While the Apple Vision Pro was introduced at WWDC23, the Meta Quest 3 was (partially) revealed in anticipation of Apple’s announcement.

The Apple Vision Pro stands out with its innovative approach, avoiding the conventional VR and AR jargon. During its presentation, Apple focused on the Vision Pro’s value proposition, its concrete benefits, and what it “will bring to our lives.” Apple describes its headset as the first “spatial computer,” suggesting a long-term vision to overlay applications directly onto the user’s field of vision, thus transforming how we interact with technology. Additionally, the Apple Vision Pro features a sleek design and benefits from the Apple ecosystem, providing users with immediate access to a wide range of applications and services.

On the other hand, the Meta Quest 3 promises a significantly enhanced standalone virtual reality experience. Although its official presentation is scheduled for late September, some information has already been leaked. The Meta Quest 3 focuses primarily on gaming, offering a wide range of VR games and applications. It features high-precision spatial tracking, allowing users to move freely within a virtual environment. However, the technical specifications and features of the Meta Quest 3 have not yet been fully detailed, making it challenging to make a thorough comparison with the Apple Vision Pro.

A victory for Apple headsets in terms of power and performance?

In terms of power and performance, the Apple Vision Pro is leading the pack. It is equipped with two processors: the Apple M2 for computational power and operation execution, and the Apple R1 dedicated to integrating and processing data from the headset’s numerous sensors. In other words, the Apple R1 acts as the “brain” of the virtual reality headset. This ingenious architecture enables the Vision Pro to deliver top-tier performance, surpassing many other VR headsets available on the market. Additionally, it features a multitude of sensors, including main and TrueDepth cameras, a LiDAR, downward and side-facing cameras, infrared illuminators, and infrared cameras for eye tracking, among others. These advanced sensors allow for natural interactions using hands, gaze, and voice, providing users with an immersive and intuitive experience.

In comparison, based on the available information, the Meta Quest 3 is expected to feature two RGB camera modules for improved pass-through, enhancing the real-world view from the headset, as well as a depth sensor and dedicated tracking sensors located at the lower corners of the mask. While these features are solid, they appear less advanced than those of the Apple Vision Pro.

Apple Vision Pro vs. Meta Quest 3: The Quest for the Best Deal!

Another important aspect to consider is the price. The Apple Vision Pro is positioned as a premium product, with a launch price of $3,499 for the U.S. market. In contrast, the Meta Quest 3 is expected to be available at a more affordable price of $500. This significant price difference could heavily influence consumer purchasing decisions, as not everyone may be willing to invest a substantial amount in the Vision Pro, even though it offers advanced features.

The showdown between the Apple Vision Pro and the Meta Quest 3 is shaping up to be captivating. The Apple Vision Pro stands out with its innovative approach, cutting-edge performance, and seamless integration with the Apple ecosystem. On the other hand, the Meta Quest 3 will offer a standalone virtual reality experience focused on gaming. While the Apple Vision Pro appears to surpass the Meta Quest 3 in terms of technical specifications and advanced features, its high price could be a deterrent for some consumers.

Multiplayer serious games are on the rise.

One of the major strengths of multiplayer serious games is their ability to promote collaborative learning. Multiplayer serious games provide a platform where players are encouraged to share knowledge, collaborate in decision-making, and join forces to solve complex problems. This group dynamic, inherent to the multiplayer mode, creates a rich environment for learning.

Beyond this collaborative aspect, games also serve as training grounds for interpersonal skills. Players are often placed in challenging situations that require negotiation, persuasion, or conflict management. Each interaction, each decision made within the game can help refine these essential skills for the real world.

Example: “Formation managers,” a serious game developed for Keolis, where each manager plays their own role, and their actions impact their own performance indicators. These actions also affect those of their colleagues and the entire organization. The objective of the experience is to implement the knowledge acquired during a week-long seminar to create a cohesive, united group of managers who prioritize the development of the company and the success of its projects over their personal ambitions.

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The game to foster engagement.

Engagement is at the heart of multiplayer serious games. The mere act of interacting with other participants and tackling challenges together creates a sense of belonging and strengthens each person’s involvement in the learning process.

The application of multiplayer serious games has expanded to many fields. Their versatility is undeniable. Whether in the healthcare sector, to train medical teams to collaborate in emergency situations, in education, to make learning math or history more interactive, or in the professional world, to develop leadership skills.

Example 1:La table de Marie“: an implementation of knowledge management in the restaurant industry for SKEMA Business School.

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Example 2: “Down by the Sea“: a serious game in environmental economics developed by Audace for the Institut Montpellier SupAgro and the University of Montpellier.

Objective: To be able to manage a fishery while considering economic criteria for resource management and competition among stakeholders in the industry.

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When VR joins multiplayer simulations

Today, it is now possible to develop multiplayer simulations in VR. Learners can train in collaborative missions in VR before experiencing them in the real world. They must learn to respond to positive and negative inputs from their colleagues. They also need to manage risks, implement countermeasures, and more—all in a safe environment!

Example: “Halle 4.0”: Learners are immersed in a virtual environment replicating an active logistics hall. The instructor can also accompany them through the experience. Trainees can thus practice collaborative missions in VR before experiencing them in the real world.

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Thus, multiplayer serious games are shaping a new dimension in educational and professional approaches. They combine technology, collaboration, and active learning. As the digital age progresses at a rapid pace, these games are emerging as valuable tools. They are relevant not only for education but also for skill enhancement and preparation for real-world challenges.

“Work Hard, Play Hard”: the game as a catalyst for professional skills

A young person sits at a gaming PC and plays a game created with generative AI technology

In 2022, the University of Surrey and Game Academy Ltd studied the impact of video games on 16,033 participants. The results indicate that interacting with video games can help individuals develop a wide range of non-technical skills (soft skills). These skills can be potentially beneficial in their studies or careers (Johnson et al., 2022): problem-solving, planning, organization, and strategic thinking, among others.

Thus, these results align with previous research by EDHEC conducted in 2020 titled “Work Hard, Play Harder – Video Games as Skill Developers.” It highlights the importance of the skills developed by players depending on their profiles: improvement in memory, attention, and problem-solving skills (Ducheneaut Moore, 2020).

"Work hard, play harder"

The concept of “Work Hard, Play Harder” suggests that intensive engagement in video games can positively influence the development of transferable skills in the professional world. As mentioned, video games promote the development of various soft skills: problem-solving, critical thinking, communication, creativity, adaptability, and stress management.

Thus, by providing clear objectives, graduated challenges, instant feedback, and the possibility of steady progression, video games facilitate learning. They also have the advantage of developing these transferable skills.

Additionally, playing games requires personal discipline, especially when it comes to managing time spent playing and other obligations. Time management and self-discipline are also essential skills in the professional world.

Finally, an affinity for video games allows for ease with digital technology as well as the creation of networks and communities—two significant advantages today. Online multiplayer games indeed help develop networking skills and build communities. They can provide opportunities to work in teams with others, manage interpersonal relationships, and navigate diverse social environments.

The game as a skills generator

The skills acquired through gaming are increasingly recognized by employers. This is highlighted in an article published on Les Echos Start. Indeed, it emphasizes the value of the soft skills developed by gamers, including perseverance, resilience, teamwork, and creativity (Chapelle, 2022).

It is worth noting that another, earlier study highlighted the beneficial effects of video games on hard skills. Conducted in 2007 by researchers from New York Beth Israel Medical Center, it presents the correlation between proficiency in video games and skill in laparoscopic surgery (a minimally invasive surgical procedure).

The study, titled “The Impact of Video Games on Training Surgeons in the 21st Century,” assessed the surgical skills of 33 surgeons. The participants were divided into two groups based on their past experience with video games (gamers and non-gamers). They were then evaluated on specific surgical tasks.

Specifically, the study’s results showed that surgeons who played video games for at least three hours per week made 27% fewer errors and were 39% faster than those who did not have this habit. It appears that the skills developed through playing video games can be transferable to certain surgical practices, such as hand-eye coordination, concentration, precision, and reaction time.

While one should be cautious about drawing hasty conclusions, these studies suggest that integrating serious games or, at the very least, gamified e-learning into a training program is likely to be beneficial!

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References

  • Johnson, D. et al. (2022). “Video games and skill development: A study of the relationship between video game play and soft skills”. University of Surrey and Game Academy Ltd.
  • Ducheneaut, N. Moore, R. (2020). “Work hard, play harder: Video games as skill developer”. EDHEC Business School.
  • Chapelle, A. (2022). “Employers valuing video game skills: An emerging trend”. Les Echos Start.
  • Michael, D. Chen, S. (2005). “Serious games: Games that educate, train, and inform”. Muska Lipman/Premier-Trade.
  • 2007 : “The impact of video games on training surgeons in the 21st century”. James C Rosser Jr , Paul J Lynch, Laurie Cuddihy, Douglas A Gentile, Jonathan Klonsky, Ronald Merrell
  • https://start.lesechos.fr/travailler-mieux/recrutements-entretiens/et-si-vos-game-skills-vous-aidaient-a-trouver-un-job-1175540
  • https://www.surrey.ac.uk/news/online-gaming-enhances-career-prospects-and-develops-soft-skills-finds-new-study

“Iclarec VR”: A virtual dive into nuclear pool maintenance with Orano DS

With Audace, Orano DS has created “Iclarec VR,” a virtual reality training program designed to teach operators how to clean the water in nuclear power plant swimming pools. The goal is to simulate various scenarios so that technicians can train in a safe environment before working in actual pools.

What do you learn with "Iclarec VR"?

  • Water Clarification: Learn to clarify and clean the water in nuclear power plant pools.
  • Object Retrieval: Shows how to recover objects that may be inconveniently located at the bottom of the pools (such as screws).

How does it work?

Users wear a virtual reality headset, such as the HTC Vive Pro or Oculus Rift. They are then immersed in a simulation of a nuclear reactor building. Using a virtual “vacuum wand,” they practice various object retrieval scenarios. These scenarios include steps such as checking valves, connecting equipment, or immersing the tool at different depths. Additionally, unexpected situations, such as issues with the pump, can be introduced by the instructor to test the learner’s skills.

What is the goal of Iclarec II?

The learner becomes familiar with the procedures and acquires the necessary skills to carry out the mission safely.

The expertise gained through digital training?

mission-wise: The learner must assemble the wands and nozzles according to the scenario to perform the suction. An interactive questionnaire is also provided at the beginning of each scenario.

And because Audace always goes further in realism and quality of its training, the control of ICLAREC is done with a real pole held by the learner, which they encounter during their immersion. This allows them to receive more significant haptic feedback.

Several scenarios have been designed:

  • Check the opening of the discharge valves and the closing of the drainage valve before immersion
  • Connect the suction hose to Iclarec II by following the on-screen instructions.
  • Turn on the electrical panel and press the reset button.
  • Confirm that Iclarec II is filled with water and that the low water sensor is active.
  • Ask the learner to close the drain valve using a wand.
  • Fully immerse Iclarec II at the internal compartment level.

Of course, the learner is tested with variables related to pump flow, for example. These can be activated by the instructor via the PC interface. These steps help the learner become familiar with the procedures and acquire the skills needed to perform the mission safely.

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GRDF demystifies complaints with Ariane!

Every year, GRDF, manager of the natural gas distribution network in France, faces a significant flow of complaints. To guarantee the satisfaction of its 11 million customers, it is crucial to properly manage the complaints processing process: from their identification to the relevant response including possible compensation.

A gamified training for handling complaints

To ensure the teams’ complete mastery of the complaints handling process, GRDF collaborated with Audace to create a gamified training on the subject.

The e-learning system is organized into three modules: complaints, analysis and response, and compensation. Each module lasts 20 minutes. To facilitate learning, the modules are divided into sequences with a sequential presentation of key concepts.

The training meets several objectives:

  • Identify complaints
  • Describe the complaint process at GRDF
  • Record complaints in the dedicated software
  • Analyze them and formulate a response
  • Determine the appropriate level of compensation and enter it correctly

With Audace, mythology is introduced into pedagogy!

To add a playful dimension to the training, Audace proposed a storytelling approach inspired by the myth of Ariadne and the Minotaur. The labyrinth represents the complaints process; the thread of Ariadne is the tool the learner acquires to guide the customer through this maze. Symbolically, defeating the Minotaur represents the effective analysis and response to complaints, while the treasure at the heart of the labyrinth symbolizes the compensation the customer receives after proper handling of their complaint. The scenario illustrates the complexity of managing complaints, reminding that each request is a journey in itself.

This training provides employees with the keys to effectively handle complaints. The scenario, based on the myth and incorporating numerous interactive activities, facilitates knowledge acquisition.

Discover our other digital training programs developed for GRDF.

Serious Game in VR: An immersive experience to attract new talents to cybersecurity at Naval Group

On the occasion of the FIC 2023 trade show, Audace was entrusted by Naval Group with the mission of developing a new VR serious game.

The objective is to attract the attention of visitors to the cybersecurity management at Naval Group and introduce them to this exciting sector in order to attract future talents. The serious game is based on an analogy between a cyber-attack and an attack at sea. Players, equipped with virtual reality headsets, must thwart malicious marine drones, implement countermeasures following an intrusion into the automatic radar identification system, eliminate false ships detected with a “cyber cannon,” and restore order to the GPS system, which has also been attacked.

The game takes place in an ultra-realistic environment, enhanced with haptic effects for a complete immersion. This virtual reality experience, both attractive and educational, has successfully “hit the target”. A fun and effective way to raise awareness about cybersecurity at Naval Group!

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The Reunion Chamber of Commerce and Industry is investing in VR-based simulators for logistics vehicle driving training!

The Reunion Chamber of Commerce and Industry (CCI) has recently acquired three virtual reality training simulators developed by Audace. These simulators allow for the training of future logistics equipment operators. They prepare them for the different Certificates of Aptitude for Safe Driving (CACES®). The simulators are intended to be used within the Campus CIRFIM (Regional Interconsular Center for Industry and Trades Training), a training center operated by the CCI of Réunion.

Simulation for secure and certified training

Audace will soon deliver three of its VR training simulators to the CCI of Reunion Island. The Chamber of Commerce and Industry is dedicating these devices to the Campus CIRFIM, one of its branches dedicated to training. Their choice focused on two forklift driving simulators and one “PEMP” (Mobile Elevated Work Platform) driving simulator. The “turnkey” solutions will be delivered in July to the Campus CIRFIM, ready to be used by the learners.

These simulators are intended for the training of young people and individuals undergoing career transition, with the aim of obtaining the CACES certification. They complement real-world training on actual equipment, both in terms of familiarizing learners with the real equipment beforehand and helping them learn to manage hazardous situations afterward. They provide learners with an immersive and realistic experience. Thanks to these tools, learners can train effectively and safely by facing realistic situations.

The C3 and C5 forklift simulators

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Among them, the C3 and C5 forklift simulators enable self-paced training to master safe driving. The training is conducted in two phases:

  1. Practice of driving in virtual immersion

To learn how to drive and master the risks. Several scenarios simulate real-life conditions for practice in a logistics warehouse. Each scenario presents risky situations: delicate maneuvers, ramp crossings, pedestrian and vehicle traffic, obstacles on the ground, etc.

  1. Driving analysis

To evaluate driving: issuance of a detailed educational report.

All the learner’s actions are analyzed. His driving behavior and adherence to expected safety rules are assessed. The software keeps track of all data for each learner and scenario performed for the trainer’s reference.

The aerial work platform (AWP) simulator

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As for the aerial work platform (AWP) driving simulator, developed in collaboration with AFTRAL, it aims to achieve the following objectives:

  • Validation of skills in the operation and driving of aerial work platforms (AWPs)
  • Learning to drive as part of initial training before training on a real machine (reducing the time required to mobilize the actual aerial work platform and increasing availability of trainers)
  • Refresher training for aerial work platform operation (no need to mobilize an actual aerial work platform)
  • Safety: Learning risk management
  • Productivity: Learning timed operation of aerial lifts

Driving simulators prove to be extremely valuable tools for capturing the interest of Generation Z, motivating them to pursue training in high-demand occupations. Furthermore, they represent a significant advancement in enhancing safe driving practices, particularly in fields where work-related accidents leading to injuries and downtime are still unfortunately too common. Indeed, investing in such training tools is an essential (and cost-effective) approach. It allows for a combination of attractiveness, efficient training, and prevention of occupational hazards.

Manitou strengthens its safety culture with a gamified training.

Page de couverture du module de formation sur les 10 règles d'or de la sécurité pour les employés de Manitou

As a company specialized in the manufacturing of handling and earthmoving equipment, Manitou has established ten golden rules of safety to ensure the protection of its 5000 employees across 140 countries. To strengthen this safety culture within the company, Manitou is launching a playful training program. It is designed for managers, executives, technicians, and employees at the headquarters. This initiative aims to ensure that the golden rules are not only known and understood but also implemented throughout the entire group.

A training program to raise employees' awareness of the golden rules and hazardous situations

Manitou, a French company with international presence, stands out for its innovations in the field of handling, lifting, and earthmoving equipment. The group strives to improve the performance of its machines, ensure user comfort, reduce the total cost of equipment ownership, and minimize their environmental impact. Manitou also aims to prioritize the safety of its employees by launching an extensive campaign on the subject.

The main objective of the training conducted by Audace is to raise awareness among employees about the ten golden rules of safety in the company and ensure their compliance. They should also have the ability to identify risky situations.

When games become an inductive pedagogical approach

The module uses an inductive pedagogical approach. Learners learn the golden rules by solving concrete cases. Two levels are available. In the first level, learners can retry if they make mistakes. In the second level, they receive feedback but cannot try again.

Using a board game inspired by “Trivial Pursuit,” the player rolls the dice and moves their game piece forward. At each square, a question related to a specific theme related to the company is asked (industry, environment, construction, etc.). If he answers correctly, he is rewarded with a “Golden Rule” card. It’s up to him to find as many correct answers as possible to build up his collection! Indeed, he needs them to win the challenges that arise during the game. To solve them and win, he must play the right “Golden Rule” cards.

Pitch : A cataclysm has destroyed the infrastructure and industries. It is up to you to rebuild the essential elements for the prosperity of your group of survivors. Will you be able to accomplish these tasks while preserving your health and that of your companions? During a journey presented as a board game with a deck-building card mechanic, the learner will have to successfully complete their mission and come out alive. !

Prioritize safety above all!

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The training implemented by Manitou helps strengthen the safety culture within the company. Participants have the opportunity to build the ten golden rules of safety themselves. The game mechanics, such as the game board and playing cards, make the training interactive and engaging. In addition to its playful aspect, this e-learning enables learners to understand and analyze risky situations. The golden rules thus become an integral part of their knowledge and skills in terms of safety.

Vertexa: An Innovative VR Tool for Early Management of Eating Disorders

Eating Disorders, such as anorexia and bulimia, affect a large number of people in France, including a young population. The management of these disorders is complex, especially when the diagnosis is made late. To address this, a team of healthcare professionals from CH Arras has developed VERTEXA (Virtual Reality Therapy Exposition in Anorexia), a therapeutic tool in virtual reality aimed at enabling early and innovative management of these disorders.

VERTEXA: VR at the service of eating disorder management

Eating disorders are increasingly prevalent in France, affecting nearly one million people. Unfortunately, treatment resistance and relapses are common. One of the major challenges in the French healthcare system is to diagnose these disorders as early as possible and to implement appropriate interventions at the onset of the first symptoms. This is where VERTEXA comes in, an innovative tool that uses VR to provide early and innovative care for eating disorders.

The VERTEXA project was initiated by a multidisciplinary team including physicians, psychologists, dieticians, and researchers from CH Arras. The program, developed in collaboration with Audace Digital Learning, is based on the digitization of the content from therapeutic day hospital sessions at CH Arras. And recently, it has been labeled by the Regional Health Agency (ARS) of Hauts-de-France as a “specialized healthcare service for the management of eating disorders.” VERTEXA aims to facilitate access to care for healthcare professionals in urban areas and their patients suffering from eating disorders. How? By offering an immersive and engaging therapeutic experience.

An engaging and educational immersion in the management of eating disorders.

The VERTEXA device consists of several modules. Each one focuses on a specific symptom of eating disorders. Thanks to a virtual reality headset, the patient becomes an active participant in their own role and treatment. The sessions last approximately 20 minutes and are conducted several times per week. They allow the patient to actively engage in the management of their condition within a reassuring and engaging environment. Indeed, by adopting a playful and narrative approach, VERTEXA promotes patient engagement and adherence to the treatment. It then offers the possibility to convey important educational messages to the patient.

The therapeutic game offers several mini-games and workshops, developed in collaboration with Audace Digital Learning, aimed at combating false beliefs about food and body image disorders. To maintain the patient’s motivation throughout the treatment journey, the software offers a progression with increasing levels of difficulty. The game unlocks rewards, which positively reinforces the changes achieved in the patient’s real life.

The medical teams also have the ability, through a dedicated web interface, to monitor the patient’s adherence and progress. Indeed, the tool allows the doctor to obtain key indicators of the patient’s physical health progress (e.g., automatic calculation of certain measurements) or mental well-being (e.g., daily self-assessment).

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“Ultimately, the advantage of VERTEXA is that it allows healthcare professionals who do not have access to a comprehensive care setup to benefit from the expertise of an experienced multidisciplinary team in supporting patients with anorexia. This support is provided at an early stage, before the symptoms worsen and hospitalization becomes necessary, which is often delayed. Indeed, early initiation of treatment is the only prognostic factor in this pathology. ”

Dr Vincent FLORENT, MD PhD, nutritionist physician, head of the TCA (Eating Disorders) unit at CH d’Arras,

clinician researcher at INSERM U1172 Lille Neurosciences and Cognition.