23,813 research outputs found
Using simulation gaming to validate a mathematical modeling platform for resource allocation in disasters
The extraordinary conditions of a disaster require the mobilisation of all available resources, inducing the rush of
humanitarian partners into the affected area This phenomenon called the proliferation of actors, causes serious
problems during the disaster response phase including the oversupply, duplicated efforts, lack of planning In an
attempt to reduce the partner proliferation problem a framework called PREDIS (PREdictive model for DISaster
response partner selection) is put forward to configure the humanitarian network within early hours after disaster strike
when the information is scarce To verify this model a simulation game is designed using two sets of real decision
makers (experts and non-experts) in the disaster Haiyan scenario The result shows that using the PREDIS framework
100% of the experts could make the same decisions less than six hours comparing to 72 hours Also between 71% and
86% of the times experts and non-experts decide similarly using the PREDIS framewor
Towards Industrialized Conception and Production of Serious Games
Serious Games (SGs) have experienced a tremendous outburst these last years.
Video game companies have been producing fun, user-friendly SGs, but their
educational value has yet to be proven. Meanwhile, cognition research scientist
have been developing SGs in such a way as to guarantee an educational gain, but
the fun and attractive characteristics featured often would not meet the
public's expectations. The ideal SG must combine these two aspects while still
being economically viable. In this article, we propose a production chain model
to efficiently conceive and produce SGs that are certified for their
educational gain and fun qualities. Each step of this chain will be described
along with the human actors, the tools and the documents that intervene
MANAGING THE INCONCEIVABLE: PARTICIPATORY ASSESSMENTS OF IMPACTS AND RESPONSES TO EXTREME CLIMATE CHANGE
A comprehensive understanding of the implications of extreme climate change requires an in-depth exploration of the perceptions and reactions of the affected stakeholder groups and the lay public. The project on âAtlantic sea level rise: Adaptation to imaginable worst-case climate changeâ (Atlantis) has studied one such case, the collapse of the West Antarctic Ice Sheet and a subsequent 5-6 meter sea-level rise. Possible methods are presented for assessing the societal consequences of impacts and adaptation options in selected European regions by involving representatives of pertinent stakeholders. Results of a comprehensive review of participatory integrated assessment methods with a view to their applicability in climate impact studies are summarized including Simulation-Gaming techniques, the Policy Exercise method, and the Focus Group technique. Succinct presentations of these three methods are provided together with short summaries of relevant earlier applications to gain insights into the possible design options. Building on these insights, four basic versions of design procedures suitable for use in the Atlantis project are presented. They draw on design elements of several methods and combine them to fit the characteristics and fulfill the needs of addressing the problem of extreme sea-level rise. The selected participatory techniques and the procedure designs might well be useful in other studies assessing climate change impacts and exploring adaptation options.sea level rise, West Antarctic ice sheet, climate change
Exploratory Study of the Privacy Extension for System Theoretic Process Analysis (STPA-Priv) to elicit Privacy Risks in eHealth
Context: System Theoretic Process Analysis for Privacy (STPA-Priv) is a novel
privacy risk elicitation method using a top down approach. It has not gotten
very much attention but may offer a convenient structured approach and
generation of additional artifacts compared to other methods. Aim: The aim of
this exploratory study is to find out what benefits the privacy risk
elicitation method STPA-Priv has and to explain how the method can be used.
Method: Therefore we apply STPA-Priv to a real world health scenario that
involves a smart glucose measurement device used by children. Different kinds
of data from the smart device including location data should be shared with the
parents, physicians, and urban planners. This makes it a sociotechnical system
that offers adequate and complex privacy risks to be found. Results: We find
out that STPA-Priv is a structured method for privacy analysis and finds
complex privacy risks. The method is supported by a tool called XSTAMPP which
makes the analysis and its results more profound. Additionally, we learn that
an iterative application of the steps might be necessary to find more privacy
risks when more information about the system is available later. Conclusions:
STPA-Priv helps to identify complex privacy risks that are derived from
sociotechnical interactions in a system. It also outputs privacy constraints
that are to be enforced by the system to ensure privacy.Comment: author's post-prin
A Domain-Specific Modeling approach for a simulation-driven validation of gamified learning environments Case study about teaching the mimicry of emotions to children with autism
Game elements are rarely explicit when designing serious games or gamified learning activities. We think that the overall design, including instructional design aspects and gamification elements, should be validate by involved experts in the earlier stage of the general design & develop process. We tackle this challenge by proposing a Domain-specific Modeling orientation to our proposals: a metamodeling formalism to capture the gamified instructional design model, and a specific validation process involving domain experts. The validation includes a static verification , by using this formalism to model concrete learning sessions based on concrete informations from real situations described by experts, and a dynamic verification, by developing a simplified simulator for 'execut-ing' the learning sessions scenarios with experts. This propositions are part of the EmoTED research project about a learning application, the mimicry of emotions, for children with ASD. It aims at reinforce face-to-face teaching sessions with therapists by training sessions at home with the supervision of the children's parents. This case-study will ground our proposals and their experimentations
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
From Social Simulation to Integrative System Design
As the recent financial crisis showed, today there is a strong need to gain
"ecological perspective" of all relevant interactions in
socio-economic-techno-environmental systems. For this, we suggested to set-up a
network of Centers for integrative systems design, which shall be able to run
all potentially relevant scenarios, identify causality chains, explore feedback
and cascading effects for a number of model variants, and determine the
reliability of their implications (given the validity of the underlying
models). They will be able to detect possible negative side effect of policy
decisions, before they occur. The Centers belonging to this network of
Integrative Systems Design Centers would be focused on a particular field, but
they would be part of an attempt to eventually cover all relevant areas of
society and economy and integrate them within a "Living Earth Simulator". The
results of all research activities of such Centers would be turned into
informative input for political Decision Arenas. For example, Crisis
Observatories (for financial instabilities, shortages of resources,
environmental change, conflict, spreading of diseases, etc.) would be connected
with such Decision Arenas for the purpose of visualization, in order to make
complex interdependencies understandable to scientists, decision-makers, and
the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c
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