Conference Paper

Disaster Experience Game in a Real World

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We present a new game system that provides both general knowledge and regionally specific disaster risks in a fun and interesting way. Users can experience disaster simulations on the go, as the game system detects the user’s position and movement using available GPS and acceleration sensors found in most current Smartphones. This application is intended to increase the user’s knowledge and understanding of disaster risks while maintaining the user’s motivation to continue playing and learning. An assessment experiment of the game was clearly beneficial to understand Risk Perception and support the user’s motivation of a muster drill.

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... The researchers outline the research plan, and claims that they will provide further results when the project is finished (Fischer et al., 2012). Urano et al. (2012) present another ARG system for participants to experience simulated disaster events . It is called Disaster Experience Game (DEG), by detecting players' location, the game system matches certain disaster events to players, and offers an experience of dealing with emergency situation to players. ...
... According to the player's feedback, the game can actually enhance their skills of response to emergencies, as well as offer fun . Likewise, players reported the appeal of being able to play the game in a larger participant group (Urano et al., 2012), and it is the further study direction for the project. ...
... From the perspective of the timeline of emergent research based literature, it can be seen that this is a relatively recent field of research study in the educational context (see Table 1). (Sierra & Stedman, 2012;Dondlinger & Wilson, 2012;Johnston et al., 2012;Fischer et al., 2012;Urano et al., 2012;Bellocchi, 2012). The newest research about educational ARG is Bouris et al.'s sexual education study with The Source in 2016. ...
Conference Paper
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Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21 st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular.
... Under those circumstances, we did not take into account studies on social sensing or crowdsourcing techniques (Phillips and Sankar, 2013;Wang et al., 2013;Goncalves et al., 2014;Jayathilake et al., 2011;Papangelis et al., 2014;Resch, 2013;Wirz et al., 2013;Eaglin et al., 2013), which lacked emergency context, even though the studies clearly employed AI techniques. We also excluded studies on advanced mobile computing highlighting the connectivity aspects and device to device communication (Edmondson et al., 2014;Dalmasso et al., 2012;Simanta et al., 2012;Distefano et al., 2012Distefano et al., , 2013Fujioka et al., 2012;Alam et al., 2014;Klauck et al., 2011;Klauck and Kirsche, 2012) which were (Yong et al., 2011) Urban flooding A/W/N UT Map Disaster Game (Urano et al., 2012) Earthquake Pl/Pr/T G Accelerometer, Diorama, GPS, Simulator Quake Detection (Zambrano et al., 2014) Earthquake A/W/N PT Accelerometer, WLAN iShake (Reilly et al., 2013) Earthquake A/W/N UT Accelerometer, Magnetometer, GPS Radiation Response Game (Fischer et al., 2014) Radioactive Explosion G GPS, map, text message Environmental Mobile Device (EMD) (Heng et al., 2012) Hazardous chemicals A/W/N PT Humidity, gas, sound, temperature sensors ActionSLAM (Hardegger et al., 2013) Indoor spaces, people monitoring M PT Accelerometer, gravity, magnetic field, foot-mounted sensors CLIPS (Noh et al., 2013) Indoor spaces IR PT Indoor map, peer to Peer WiFi Evacuation Guidance (Wada and Takahashi, 2013) Indoor spaces IR ET GPS, indoor map ...
... The data can be aggregated later into a web interface for visualization when internet connectivity is recovered. The Disaster Game (Urano et al., 2012), Quake Detection (Zambrano et al., 2014), and iShake (Reilly et al., 2013) address specifically earthquake-related apps. The Disaster Game is an app testing in a disaster game context to enhance the risk perception and accuracy prediction about specific risks of regional disasters. ...
... Either questionnaires or automatic data collection are used in the researches presented in Table 2. Some experiments use simulations in different part of the testing; in the solution, in the scenario (Reilly et al., 2013;Silva et al., 2014), or in the environment such as in Disaster Game (Urano et al., 2012). Three studies use a realistic emergency setting such as in the Radiation Response Game, SmartRescue, and Firefighting monitoring. ...
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Managing the crisis by embracing game and simulation elements and human participation into an interactive system is a mean to learn about responding to unexpected events. This so-called serious game approach is adopted in a summer school for crisis management attended by doctoral students and practitioners, as a part of its learning curriculum. The participants took part in the Disaster in my Backyard serious game, designed as a realistic crisis environment. A smartphone app encompassing fire simulations of a five-story apartment, showing how the flame, smoke and temperature of the fire developed over time from floor to floor, was tested in this serious game scenario. The color-coding of smoke and temperature information indicating the danger levels was used as a guide and decision support for the rescue team to evacuate victims out of the burning apartment. In this paper, we elaborate the underlying technology, design, and setup of the app. Finally, we discuss the evaluation of the user experience, and the merits and shortcomings of the app for search and rescue activity in a serious game fire situation.
... Emergency response is not common knowledge because of its characteristics of non-predictability [22]. Traditional emergency response trainings of the public include curricular drills at school [6], professional classroom lectures, and hands-on practical training [7,8]. ...
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Disasters are immense and shocking disturbances that necessitate the collective efforts of the entire community, not just who serve as emergency management officials, to respond and recover. For better preparation, sharing of resources, engaging the public can make a substantial contribution to these improved community outcomes of disaster resilience through sharing information, identifying problems, and crafting possible solutions collectively. This research develops a framework of a serious game, which is typically used for non-entertainment educational purposes, to harness crowd wisdom and to engage them in facility resilience management.
Mixed-Reality, a technique to superimpose CG images on the real scene, is expected as a new way of information visualization and presentation. We take up "Disaster Prevention Studies and Disaster Measures" as new application field of MR technology, and develop a system of visualizing simulations of the disasters that have occurred previously or have a possibility for occurring in the future. First, we developed a system of superimposing CG images on a diorama (geographical miniature model). Next, we implemented the application to observe the flood or fire simulation results or subsurface construction, and confirm the effectiveness. We also built an application to observe the history of fire disaster on the PC or MR space. Furthermore, we offer another suggestion that is the way to expand this system to mobile type to use it outdoors.
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We introduce a disaster simulation system that supports collaborative planning of disaster measures. While several simulation tools are available for examination and evaluation of disaster prevention plans, they are limited to use on traditional computers and displays, and rarely used in collaborative planning sessions. To address this issue, we have designed and prototyped a tabletop tangible user interface for disaster simulation. This paper describes the design and implementation of our prototype and reports our preliminary user observations and their feedback. The results show that our system can effectively support collaborative emergency planning tasks by a group of users and that users can easily learn how to use our system.
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