Beruflich Dokumente
Kultur Dokumente
Peter J. Werkhoven
The Netherlands
+31 34 635 6458
Peter.werkhoven@tno.nl
Jan.vanerp@tno.nl
ABSTRACT
This paper focuses on the application of intuitive game interfaces
(including brain machine interfaces) to serious gaming, in
particular real-time, interactive, and highly realistic environments
for advanced concept development, experimentation and training.
General Terms
Performance, Design, Experimentation, Security, Human Factors.
Keywords
Serious gaming, brain machine interfaces.
1.
SERIOUS GAMING
2.
of large
TNO is a large R&T organization (over 5000 fte) with the mission
to apply scientific knowledge for strengthening the innovative
power of industry and government. It has a strong position in the
field of ICT and Modeling & Simulation, including the
development and application of game technology. For example,
for the entertainment sector, TNO has developed the mobile
entertainment game Triangler. In Triangler teams try to enclose
each other within 150 m geometric equilateral triangles using
mobile devices. Triangler recently received the Grand Prix and the
Most Innovative Game Award of the prestigious International
Mobile Gaming Awards (IMGA). Triangler addresses strategic,
tactical and operational co-ordination skills which may make the
game useful for large-scale training programs, for example for
first responders.
3.
GRAND CHALLENGES IN SERIOUS
GAMING
Given the tremendous potential of serious gaming substantial
research efforts are justified, with a focus on two research
challenges:
1.
Validated content. Serious games are intended to
confront people with the effectiveness of environmental changes,
security measures, training methods, policy rules, or governance
structures in various scenarios and to support decision making.
Particular choices can have high socio-economic and/or financial
impact and should therefore be based on validated content. In
order to let people experience causal relations in concept testing it
is of crucial importance to develop, validate and combine models
that define the behavior of the action-response patterns of the
simulated world. Some examples of various categories are models
of the physical, cognitive and group behavior of virtual characters,
public governance models, dispersion models of chemical and
biological warfare agents, models of the explosion sensitivity of
built constructions, and models of interdependencies within the
critical vital infrastructure, etc. Obviously these models can only
represent the explicit knowledge available.
2.
Intuitive interfaces. Serious games are meant to
facilitate creative and educational processes and so they should
optimally exploit the cognitive resources of all participants. With
current interface technology, however, participants often spend a
substantial part of their cognitive resources on understanding and
controlling interfaces for communicating with their colleagues
(e.g. channel switching in multi-party conferencing, encoding
emotions using 2D emotion disks), on navigating through the
environment and manipulating objects (e.g. 6 DOF mouse
control) and on telling the system to change levels and scenarios
(e.g. choosing menus). Such a waste of cognitive resources can
be eliminated drastically by developing game technology that
automatically reads participants based on sensor technology
(location, movements, non-verbal behavior, emotions) and brain
signals (intentions and mental states).
To meet both challenges, TNO has founded the Center for
Advanced Gaming & Simulation (AGS) in conjunction with the
Utrecht University and the Utrecht School of Arts
(www.gameresearch.nl). This center has recently won a Euro 10M
government funded program GATE (GAme research for Training
and Entertainment) which will be carried out by a consortium of
4.
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