101,897 research outputs found

    Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero

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    Cities face a challenging task in reducing CO2 emissions. Multiple technical solutions on district level as well as household level are available; multiple stakeholders with different values and possibilities to intervene are involved; and their actions highly influence the performance. To get a better understanding of these complexities and to contribute to a community-based transition process towards a CO2 city, a simulation game was developed. This game, GO2Zero, represents an abstract district that is challenged to reduce the CO2 emission to zero. Multiple stakeholders take actions, observe the challenges, and deal with these challenges with the final objective a sustainable district. This paper illustrates the first sessions with this game and show that different strategies of stakeholders lead to different challenges, ways to solve these, and a variety of outcomes.Organisation & GovernanceUrban Development Managemen

    Experiencing Complexity: A gaming approach for understanding infrastructure systems

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    Policy, Organisation, Law and GamingTechnology, Policy and Managemen

    Frame Game as Teaching Methodology in Higher Education: The Case of RElastiCity

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    The objective of the study is to illustrate the use of the frame game, RElastiCity as a framework to learn about the resilience of urban areas and the shocks and stresses in those areas. The question is if use of the frame game as a basis for game co-design is a useful approach to explore complex systems and its dynamics. This study covers the exploratory application of the approach in two university courses in the Netherlands. The results show divergent student experiences between the two courses. The main difference between the courses was the scope of the co-design assignment and the amount of time students had to complete the design process. It was found that using frame games as a framework for understanding complex systems is useful if students have sufficient time to investigate the topic, develop the game and playtest the game.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Organisation & GovernanceDesign Conceptualization and Communicatio

    Using gaming as a data collection tool to design rules for agents in agent-based models - A design framework.

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    Agent-based modelling is a popular and suitable tool for exploring the possible states of so-called socio-technical systems. These systems consist of both technical artefacts (the physical infrastructure, e.g. pipelines), and many social artefacts (relevant actors and institutions, e.g. end-users and governments), which are intertwined with each other and strongly interact (De Bruijn & Herder, 2009). The quality of the model output strongly depends on the quality of the rules of an agent, i.e. the lines of code that describe how an agent behaves. Slightly different rules on agent-level, may lead to significantly different outcomes on system-level (Bousquet, Cambier, Mullon, Morand & Quensiere, 1994; Levine & Fitzgerald, 1992). Thus, valid rules for agents are crucial for a valid analysis of socio-technical systems as a whole. When modelling a socio-technical system with an agent-based model, some agents represent social artefacts, and thus must simulate real-life behaviour. However, in many cases, rules that describe social phenomena, are not based on empirically tested, theoretical models, and agents display unrealistically simplistic behaviour (Jager & Janssen, 2003). This restricts the analysis with respect to social behaviour, and may even lead to an invalid system analysis. In earlier research it is suggested that gaming simulations can be used to improve the realism and diversity of agent behaviour. However, this application of games has not been examined extensively. This research aims to acquire insight in whether this application of games is possible and feasible. The central research question thereby is: To what extent can gaming contribute to the definition of realistic behavioural rules for agents in an agent-based model, within the context of modelling socio-technical systems? An extensive literature research shows several problems and challenges with agent-based modelling. These include fundamental problems with the currently used methods used for gathering information about realistic behaviour (i.e. interviews and literature research). Several characteristics of gaming can help to reduce some of these these challenges, providing theoretical evidence that there is a potential for synergy between the two methods. Based on a structural comparison of the methodological processes of agent-based modelling and gaming, it appears that there are several possibilities in which gaming can contribute to the definition of realistic behavioural rules of agents. In this thesis we elaborate on using gaming as a data collection tool. The gap between global knowledge about how agents behave and the implementation of precise rules in models is large. In case games can function as a valid data collection tool, the collected data can function as a basis for rules, which helps to overcome, or at least to reduce, design and formalization problems. When a game is used as a data collection tool, there are three basic requirements that must be met: one must be able to generate valid data, to measure the desired data, and to analyse the data. Several aspects with regard to fulfilling these goals, affect the validity and the costs of the data collection tool. Furthermore, choices within one design (game design, design data collection, or design data analysis), may have implications, direct or indirect, on other design choices, both within that design and in the other two. This interconnectedness makes the design process of the data collection tool as a whole very complex. Neither the game, nor the data collection method, nor the data analysis method is per definition leading in the decision which is the most suitable design. Whether, and how much the data collection tool can contribute to the definition of realistic behavioural rules, is very context dependent. The proposal for using games as a data collection tool, and the proposed design framework have been done solely on a theoretical basis. The development of a useful and feasible tool, however, should also have a decent practical basis. Therefore, this work should be seen as the first of many research projects on this topic. The lessons learned from the application of this tool can and should be used to improve the proposed design framework.SEPAMEnergy & IndustryTechnology, Policy and Managemen

    Bibliographie Hilarion G. Petzold 1958 – 2009 mit Anhang als Einführung

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    Dieses Archiv enthält die Gesamtbibliographie der Werke des Autors nebst einiger Texte „Über H. G. Petzold“ im Schlussteil der Bibliographie sowie einen Anhang mit einer Einführung in die Architektur des Werkes in seinem wissenslogischen Aufbau als Ausarbeitung seines „Tree of Science Modells“ (2007).This archive contains the complete bibliography of the author and some texts about H. G. Petzold, moreover an epilogue with an introduction to the architecture of the works in its epistemological structure and composition and as an elaborations of Petzold’s „Tree of Science Modell (2007).https://www.fpi-publikation.de/polyloge/01-2009-petzold-h-g-gesamtbibliographie-h-g-petzold-1958-2009-updating-november2009/peerReviewedpublishedVersio

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

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    About Dinosaurs in Laboratories - Evaluation of the Serious Game Cards for Biosafety

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    Cards for Biosafety is a serious game, which was developed as part of a national research project. The aim of this game is to let young biotechnology researchers learn about risks and mitigation measures in different biotechnology environments. To evaluate the game and its learning objective, an online questionnaire was developed and distributed to national and international biosafety experts who had received a print version of the game. In total, 17 participants completed the questionnaire. The results show that Cards for Biosafety supports learning on different cognitive levels of the revised version of Bloom’s taxonomy. Especially the influence of fun and humor on the game play and the learning process was emphasized by the respondents. In addition, the creativity of the participants plays a major role in learning. Future research is needed to draw valid conclusions about the effectiveness of learning after playing Cards for Biosafety in comparison to traditional tools.Policy AnalysisOrganisation & Governanc
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