Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

A 'Serious Games' Approach to Decisions of Environmental Impact of Energy Transformation

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11240%2F22%3A10453966" target="_blank" >RIV/00216208:11240/22:10453966 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://doi.org/10.1007/978-3-031-05637-6_31" target="_blank" >https://doi.org/10.1007/978-3-031-05637-6_31</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1007/978-3-031-05637-6_31" target="_blank" >10.1007/978-3-031-05637-6_31</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    A 'Serious Games' Approach to Decisions of Environmental Impact of Energy Transformation

  • Popis výsledku v původním jazyce

    As software technology becomes more and more present in our lives, its use has arched from purely purposeful (such as complex computations), to purely fun-related (such as video-games). We can combine both in so-called &apos;serious games&apos;. These can serve as means of training, instructing, tutoring, teaching, and also as a basis for data collection in various scenarios. Data collection and analysis is the primary one we pursue in our proof-of-concept presentation. Our &apos;serious gaming&apos; is the gamification of an environment-related challenge. We intend to use the Serious Game for Energy Science scenario and populate it with formalized task models. Gamers will be exposed to videos that could modify their behavior. Graphically, the game will not be very complex so as to keep the focus on input information. The environment will be visualized in five levels, from bucolic to devastated. Use of videos picturing current states of environmental situations will be used to increase immersion while players will, in the game, make economically or environmentally driven choices. A teamed second player will be constrained by the first player&apos;s decisions, and the first player needs to consider consequences for his/her follower. The imagery of environmental impact will also be used to track psycho-physiological responses to the real world via in-game cinematics by the use of wearables. The insights gained will be discussed, post statistical analyses, of psychological implications with all players in a town-hall meeting.

  • Název v anglickém jazyce

    A 'Serious Games' Approach to Decisions of Environmental Impact of Energy Transformation

  • Popis výsledku anglicky

    As software technology becomes more and more present in our lives, its use has arched from purely purposeful (such as complex computations), to purely fun-related (such as video-games). We can combine both in so-called &apos;serious games&apos;. These can serve as means of training, instructing, tutoring, teaching, and also as a basis for data collection in various scenarios. Data collection and analysis is the primary one we pursue in our proof-of-concept presentation. Our &apos;serious gaming&apos; is the gamification of an environment-related challenge. We intend to use the Serious Game for Energy Science scenario and populate it with formalized task models. Gamers will be exposed to videos that could modify their behavior. Graphically, the game will not be very complex so as to keep the focus on input information. The environment will be visualized in five levels, from bucolic to devastated. Use of videos picturing current states of environmental situations will be used to increase immersion while players will, in the game, make economically or environmentally driven choices. A teamed second player will be constrained by the first player&apos;s decisions, and the first player needs to consider consequences for his/her follower. The imagery of environmental impact will also be used to track psycho-physiological responses to the real world via in-game cinematics by the use of wearables. The insights gained will be discussed, post statistical analyses, of psychological implications with all players in a town-hall meeting.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

  • OECD FORD obor

    20100 - Civil engineering

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název statě ve sborníku

    HCI in Games

  • ISBN

    978-3-031-05636-9

  • ISSN

    0302-9743

  • e-ISSN

    1611-3349

  • Počet stran výsledku

    9

  • Strana od-do

    487-495

  • Název nakladatele

    Springer Cham

  • Místo vydání

    Cham

  • Místo konání akce

    Online

  • Datum konání akce

    26. 6. 2022

  • Typ akce podle státní příslušnosti

    WRD - Celosvětová akce

  • Kód UT WoS článku

    000876927900031