3,302 research outputs found

    Communication Processes in the Design and Implementation of Models, Simulations and Simulation-Games: A Selective Review and Analysis, From the Vantage Point of Computerized Conferencing

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    Computerized conferencing is a new form of communication which permits a group of individuals, who could be separated in time as well as space, to engage in an interactive dialogue with each other through the convenience of their computer terminals. The software for a computerized conferencing system is designed to keep track of all messages communicated in the system, as well as insure that the various protocols for communication are observed by all. Our objectives in this report are to examine the communication processes found in the design and implementation of models, simulations and simulation-games, and to identify those areas where computerized conferencing, as a new form of communication, has the potential to impart a significant impact on the aforementioned disciplines. The theme which underlies this report is that computerized conferencing presents us with the capability to structure a communication process to satisfy a set of preformulated design objectives. In Part I, we introduce the reader to some basic terminology used to identify models, simulations and simulation-games. Part II attempts to enumerate the potential impacts computerized conferencing is expected to have on the model building process. A key component of this section is the author\u27s causal-loop model of the modeling process which seeks to capture the feedback relationships responsible for both the growth processes and limitations inherent in modeling, and the key role computerized conferencing is expected to play. Our attention next turns to the area of simulation-games. In Part III, we define a simulation-game as a gestalt communication process, and reiterate many of Richard Duke\u27s thoughts on the communication processes found in simulating-games. The next chapter examines the marriage of computerized conferencing and simulation-games, and identifies the numerous benefits to be achieved by this union. These benefits include not only logistic breakthroughs and the attainment of new degrees of verisimilitude to the object human interaction systems being modeled, but an opening up of the simulation-game as a research tool to gain theoretical insight into the sociological processes that take place in human interaction systems. In Part V, we present to the reader summaries of those major efforts relating to conferencing based simulation-games. These include the work of Lincoln Bloomfield and his associates at MIT (the CONEX simulation-games), the Polis system of R. Noel at the University of California at Santa Barbara, and the experiments conducted by the Institute for the Future with the CRISIS simulation-game. In Part VI, we explicity prescribe some methodologies by which a simulation-game designer can structure the communication processes found in simulation-games to satisfy certain design objectives. We refer to this as a constrained computerized conference (i.e., dynamic constraints are imposed on the communication process). A mathematical model is developed for the communication that takes place in the simulation-game. Design applications are then discussed as specific extensions of the mathematical model. The penultimate chapter presents a hypothetical language for describing the communication processes found in simulation-games and other group communication models. The language begins with the world view of SIMSCRIPT 11-5, acknowledged to be the most powerful discrete event simulation language, and builds in some powerful features designed to model and structure human communication processes. The language is illustrated with both a university fiscal crisis simulation-game and the SYNCON communication model. The final chapter synthesizes the ideas expressed in the preceding chapters by an analogy of models, simulations and simulation-games with the conceptual foundations of the scientific method, and sees computerized conferencing as a key aspect in making scientists out of systems scientists. It calls for a conferencing-based International Archives of models, simulations and simulation-games, both to aid in model scrutinization and confirmation as well as to provide a mutual pooling of resources from which users can draw as they please

    Technology and Testing

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    From early answer sheets filled in with number 2 pencils, to tests administered by mainframe computers, to assessments wholly constructed by computers, it is clear that technology is changing the field of educational and psychological measurement. The numerous and rapid advances have immediate impact on test creators, assessment professionals, and those who implement and analyze assessments. This comprehensive new volume brings together leading experts on the issues posed by technological applications in testing, with chapters on game-based assessment, testing with simulations, video assessment, computerized test development, large-scale test delivery, model choice, validity, and error issues. Including an overview of existing literature and ground-breaking research, each chapter considers the technological, practical, and ethical considerations of this rapidly-changing area. Ideal for researchers and professionals in testing and assessment, Technology and Testing provides a critical and in-depth look at one of the most pressing topics in educational testing today

    Research options and imperatives in computerized conferencing

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    This is the report resulting from a computerized conferencing workshop held on the subject of potential research opportunities and requirements in the area of utilizing a computer to aid human communications. It was sponsored by the Division of Mathematical and Computer Sciences of the National Science Foundation (grant # MCS76-80514). The views expressed in this report are those of the authors, and do not necessarily reflect NSF views or policy. The workshop utilized the Electronic Information Exchange System (EIES) at the New Jersey Institute of Technology

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

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    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    Institutional use of information technologies in city planning agencies: implications from Turkish metropolitan municipalities

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    Thesis (Doctoral)--Izmir Institute of Technology, City and Regional Planning, Izmir, 2004Includes bibliographical references (leaves: 175)Text in English; Abstract: Turkish and Englishxiii, 185 leavesThis study argues the pivotal relationship between the computing technology and its organizational context. It focuses on nature of implementation in organizational settings that are becoming increasingly important. A further motivation point for this study is to reveal the different discourses (managerial/political/emotional etc.) in the cycle of implementation. The assumption behind this interest is that IT and other technologies are not value-neutral and these tools have the possibility of shaping the goals and agenda of the planning profession.As a part of methodology of the thesis, a comprehensive literature survey was completed around the theoretical issues that constitutes the framework of IT/IS adoption in organizations with a particular reference to urban planning and management. The statements and research questions were tested in the planning departments of selected metropolitan municipalities (Ankara, Izmir, and Bursa) that are experiencing information technologies and systems in various implementation stages. The research strategy was based on a variety of qualitative approaches, including two different types of closed questionnaire-based surveys and semi-structured/unstructured interviews. To measure the success/failure degree of the planning technologies used in the case study organizations in the 'user' dimension of the study, DeLone and McLean.s (1992) IS Success Model and Heeks'(1999) ITPOSMO model were used.Case study research revealed the current stands of ICT implementation in urban planning departments of local governments. It was also evaluated planning practitioner.s commitment and dependence towards computerized planning tools in working practice. In a more exploratory context, a progressive research agenda for ICT implementation in public planning agencies was developed based on the implications of empirical research and literature-based analysis

    Shall we play a game?

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    In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynamic complexities of the field in a safe and inexpensive environment. This thesis presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education; and if they could, then what features and attributes made them most efficacious. That is, shall we— should we— play games in software engineering management? The primary research tool for this project was a game called Simsoft. Physically, Simsoft comes in two pieces. There is an A0-sized printed game board around which the players gather to discuss the current state of their project and to consider their next move. The board shows the flow of the game while plastic counters are used to represent the staff of the project. Poker chips represent the team’s budget, with which they can purchase more staff, and from which certain game events may draw or reimburse amounts depending on decisions made during the course of the game. There is also a simple Java-based dashboard, through which the players can see the current and historical state of the project in a series of reports and messages; and they can adjust the project’s settings. The engine behind Simsoft is a system dynamics model which embodies the fundamental causal relationships of simple software development projects. In Simsoft game sessions, teams of students, and practicing project managers and software engineers managed a hypothetical software development project with the aim of completing the project on time and within budget (with poker chips left over). Based on the starting scenario of the game, information provided during the game, and their own real-world experience, the players made decisions about how to proceed— whether to hire more staff or reduce the number, what hours should be worked, and so on. After each decision set had been entered, the game was run for another next time period, (a week, a month, or a quarter). The game was now in a new state which the players had to interpret from the game board and decide how to proceed. The findings showed that games can contribute to better software engineering management education and help bridge the pedagogical gaps in current curriculum guidelines. However, they can’t do this by themselves and for best effect they should be used in conjunction with other pedagogical tools. The findings also showed that simple games and games in which the players are able to relate the game world to an external context are the most efficacious

    System and Decision Sciences at IIASA 1973-1980

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    This report contains a brief history of the past achievements of the System and Decision Sciences Area at IIASA, and a summary of its current and future research directions. There is a comprehensive list of the scientific staff of the Area since 1973, together with a list of their publications; abstracts of the most recent reports and biographies of the scholars working in the Area in 1980 are also included

    Investigating Avatar Customization as a Motivational Design Strategy for Improving Engagement with Technology-Enabled Services for Health

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    Technology-enabled services for physical and mental health are a promising approach to improve healthcare globally. Unfortunately, the largest barrier for effective technology-based treatment is participants' gradually fading engagement with effective novel training applications, such as exercise apps or online mental health training programs. Engaging users through design presents an elegant solution to the problem; however, research on technology-enabled services is primarily focused on the efficacy of novel interventions and not on improving adherence through engaging interaction design. As a result, motivational design strategies to improve engagement---both in the moment of use and over time---are underutilized. Drawing from game-design, I investigate avatar customization as a game-based motivational design strategy in four studies. In Study 1, I examine the effect of avatar customization on experience and behaviour in an infinite runner game. In Study 2, I induce different levels of motivation to research the effects of financial rewards on self-reported motivation and performance in a gamified training task over 11 days. In Study 3, I apply avatar customization to investigate the effects of attrition in an intervention context using a breathing exercise over three weeks. In Study 4, I investigate the immediate effects of avatar customization on the efficacy of an anxiety reducing attentional retraining task. My results show that avatar customization increases motivation over time and in the moment of use, suggesting that avatar customization is a viable strategy to address the engagement barrier that thwarts the efficacy of technology-enabled services for health

    Cognitive modelling of complex problem solving behaviour

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    In the universe of problems humans face every day there is subset characterized by a salient dynamic component. The FireChief task (Omodei & Wearing 1995) is a fire-fighting computer simulation that can be characterized as the acquisition of interactive skills involving fast-paced actions cued by external information. This research describes the process followed to create a cognitive model of this complex dynamic task where full experimental control is not available. The cognitive model provides a detailed description of how cognition and perception interplay to produce the interactive skill of fighting the fire. Several artefacts were produced by this effort including a dynamic task fully compatible with ACT-R, a tool for analysing the data, and a cognitive model whose features enable the replication of several aspects of the empirical data. A key finding is that good performance is linked to an effective combination of strategic control with attention to changing task demands, reflecting time and care taken in informing and effecting action. The contributions of this work towards our understanding of complex problem solving are the methodological approach to the creation of the model, the design patterns embedded in the model (which are a reflection of the cognitive demands imposed by the nature of the task) and mainly an explanation of how skill, described in terms of strategy use, is acquired in complex scenarios. This study also provides a deeper understanding of the interactions observed in the Cañas et al. (2005) dataset, including a computational realisation of how cognitive inflexibility occurs
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