82,617 research outputs found
A collaborative citizen science platform for real-time volunteer computing and games
Volunteer computing (VC) or distributed computing projects are common in the
citizen cyberscience (CCS) community and present extensive opportunities for
scientists to make use of computing power donated by volunteers to undertake
large-scale scientific computing tasks. Volunteer computing is generally a
non-interactive process for those contributing computing resources to a project
whereas volunteer thinking (VT) or distributed thinking, which allows
volunteers to participate interactively in citizen cyberscience projects to
solve human computation tasks. In this paper we describe the integration of
three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a
job distribution middleware, and CitizenGrid, an online platform for hosting
and providing computation to CCS projects. This integration demonstrates the
combining of volunteer computing and volunteer thinking to help address the
scientific and educational goals of games like VAS. The paper introduces the
three tools and provides details of the integration process along with further
potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure
Recommended from our members
Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
Aligning operational and corporate goals: a case study in cultivating a whole-of-business approach using a supply chain simulation game
This paper outlines the development and use of an interactive computer-based supply chain game to facilitate the alignment of disconnected operational and corporate goals. A multi-enterprise internal cattle supply chain was simulated targeting the operational property managers and the overall impacts of their decision making on corporate goals A three stage multidisciplinary approach was used. A case study based financial analysis was undertaken across the internal cattle supply chain, a participative action research component (developing the game to simulate the flow of product and associated decisions and financial
transactions through the internal supply chain of the company for different operational scenarios using measurable and familiar operational and financial criteria as tracking tools), and a qualitative analysis of organisational learning through player debriefing following
playing the game. Evaluation of the managers' learning around the need for a change in general practice to address goal incongruence was positive evidenced by changes in practice and the game regarded by the users as a useful form of organisational training. The game provided property managers with practical insights into the strategic implications of their enterprise level decisions on the internal supply chain and on overall corporate performance.
The game is unique and is a tool that can be used to help address an endemic problem across multi-enterprise industries in the agrifood sector in Australia
Gaming techniques and the product development process : commonalities and cross-applications
The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process
Virtual Reality Interactive Learning Environment
Open Building Manufacturing (ManuBuild) aims to promote the European construction industry beyond the state of the art. However, this requires the different stakeholders to be well informed of what âOpen Building Manufacturingâ actually entails with respect to understanding the underlying concepts, benefits and risks. This is further challenged by the âtraditional ways of learningâ which have been predominantly criticised for being entrenched in theories with little or no emphasis on practical issues.
Experiential learning has long been suggested to overcome the problems associated with the traditional ways of learning. In this respect, it has the dual benefit of appealing to adult learner's experience base, as well as increasing the likelihood of performance change through training. On-the-job-training (OJT) is usually sought to enable âexperientialâ learning; and it is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been criticised for being expensive, limited, and devoid of the actual training context. Consequently, in order to address the problems encountered with OJT, virtual reality (VR) solutions have been proposed to provide a risk free environment for learning without the âdo-or-dieâ
consequences often faced on real construction projects.
Since ManuBuild aims to promote the EU construction industry beyond the state of the art; training and education therefore needs also to go beyond the state of the art in order to meet future industry needs and expectations. Hence, a VR interactive learning environment was suggested for Open Building Manufacturing training to allow experiential learning to take place in a risk free environment, and consequently overcome the problems associated with OJT. This chapter discusses the development, testing, and validation of this prototype
Teaching employability skills through simulation games
This paper examines the use of a business simulation game to test its effectiveness in promoting the awareness of employability skills in undergraduate students. A mixed approach using an-online survey tool was used to record student perceptions of how their employability skills were developed across ten courses and three faculties. The survey was conducted before the unit started, and on completion. Key emerging themes show that students demonstrated an increased awareness and development of their employability skills. They acquired and developed their skills by learning how to operate a small business start-up using a business simulation game. This research project was limited to one core unit in the curriculum, and the project is university specific. A cross university research project would add further value to the research project. Students are able to articulate the skills they have acquired and developed thus showing elements of self-awareness. An increase in studentâs social capital is likely to enhance their career decisions. This paper will be of value to institutions wishing to evaluate the use of serious business simulation games to embed employability skills into the curriculum
Tabletop prototyping of serious games for âsoft skillsâ training
Serious games offer a relatively low cost, highly
engaging alternative to traditional forms of soft skills
training. The current paper describes an approach taken to
designing a serious game for the training of soft skills. A
tabletop prototype of the game was created and evaluated
with a group of 24 participants. Initial findings suggest that the game successfully created an environment in which it was advantageous to engage in appropriate collaborative
decision making behaviors, as well as providing built-in
opportunities for a tutor to guide under-performing groups
An evaluation of a contract management simulation game for architecture students
Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture students are reluctant to ask practitioners questions for fear of appearing ignorant. This paper presents an evaluation of the cost and benefits of a web-based simulation game to deliver the Architecture studies curriculum. The webbased game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess how the computer simulation operates as a group exercise, how it compares with more traditional approaches and the best and worst features of the web-based system. The students found the game to be practical, enjoyable, motivating and effective in stimulating the learning process. The benefits of the web-based game were also found to outweigh the costs, thus providing support for its use as an active learning tool in Architectural Education
- âŠ