Serious gaming, enabling technologies and immersive experiences applied to rescue services and civil protection
Lucia PanneseVirtual Fires Kongress, 02 June 2016
Impact of Disruptive Technologies on Games and Simulations for Health, Training and Security
Looking to the immediate future, there are emerging and maturing disruptive technologies that are predictive to have a transformative effect on healthcare, training and security and generate a substantive acceleration of growth in the size and diversity of games, simulations and gamification:
nano‐technologiesnano‐technologies
visualisationvisualisation
sensorssensors
big databig data
wearable lifestyle tracking deviceswearable lifestyle tracking devices
cloud computingcloud computing
interface devicesinterface devices
social mediasocial media
wireless broadbandwireless broadband
The ability to measure, analyse and feedback different kinds of data to the citizen is likely to shift the power and responsibility for several practices awayfrom professionals and onto citizens usingthese disruptive technologies to both betterunderstand these practices and be motivated to change behaviours throughgamified environments on wearable and mobile devices.
Smart Societies witnesses a shift of power!
Smart Societies will be based on a seamlesscollaboration between people and machineswho synergically complement each other in a socio‐technical ecosystem in which the physical and virtual dimensions of life are more and more intertwined and wherepeople interaction, more often than not, takes place with or is mediated by machines.
Smart Societies witnesses a shift of power!
In short, the coming months and years willwitness a revolution in several practices and responsibilities and an explosion of gamification, games and simulations in different domains. Creativity and computational power will be combined and people will both exploit and feed technicalsystems.
Smart Societies witnesses a shift of power!
Games examplesSmart eHospital Rescue League ‐ The Virtual Tutor DOREMI Smart Society
RehAbility Construction Site CLinC ‐ The Virtual Tutor Pegaso
RehAbility
In a Nutshell
• Real content• Real data• Real environment• Real story
• Real content• Real data• Real environment• Real story
• Has to be playable• Has to be fun• Has to be informative /
instructional / clinically sound
• Has to be playable• Has to be fun• Has to be informative /
instructional / clinically sound
Transforming a Process into a Game
PrototypingPrototyping
GameGame
Clinical objectiveClinical objective Clinical contentClinical content Context of useContext of use
Target needsTarget needs Target expectations
Target expectations
Specialist Target users
Virtual Immersive Hospital after an Earthquake
• Procedural Training • Addressed at volunteers of 118 • Exploration of space, dialogues, decision making, mini‐games• Reflection support through virtual tutor and learning diary• Ca 45 min duration
• Feedback video:
TRAINING
https://www.youtube.com/watch?v=pmYb2gBErwk
Cognitive rehabilitation can make independent again.
Cognitive rehabilitation can make independent again.
Cognitive Rehabilitation
eHEALTHand CARE
Hazards and risks can be reduced by training engineers in a virtual construction site. The game unfolds using ordinary activities and unexpected, urgent accidents in a farm under renovation.
Construction Site: safety in progressTRAINING
SmartSociety is a gamified city environment bringing together different localand touristic services that citizens can use and contribute to actively. The first gamified service is SmartShare, the new app for car pooling.
Smart Society: a suite for a smarter society
WATCH THE VIDEO
www.smart‐society‐project.eu
virtualgamified city environment
SmartShareapp
SMART CITIES and COMMUNITIES
Smart Society for rescue services and civil protection
www.smart‐society‐project.eu
SMART CITIES and COMMUNITIES
• Messaging• Alerts• Protection plans• Best practices• Training
• Peers• Humans• machines
• Machine Learning• Provenance and reputation services• Orchestration services• Incentives and motivation
www.smart‐society‐project.eu
SMART CITIES and COMMUNITIES
• Social features• Gamification• Crowdsourcing
• Users become active contributors of the system• User contributions feed machine learning• Information is enriched and sooner available• Gamification motivates users to contribute
Es: waze https://www.waze.com/en
Smart Society for rescue services and civil protection