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An empirical platform for behavioural modelling using serious games

Bibliographic Details
Main Author: Daniel dos Santos Teixeira
Publication Date: 2016
Format: Master thesis
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: https://hdl.handle.net/10216/85717
Summary: Each day serious games are becoming more relevant and taken seriously by responsible institutions. Although the overall society is still not truly familiar with this concept, there are great benefits that can be achieved with this games. As said in [OPO+15], applications have a wide range of domains, naturally including social simulation, where data collection of player attitudes can be later used for statistical analysis, and behavioral pattern recognition. This makes them an important tool to both educational and social intervention. But how can we use this concept with behavior elicitation? How can we make a game, with mechanics that allow decision points and use this to both collect data and simulate emergency situations? In [RAR+12], we learn that Video games present some characteristics that make them helpful as a resource. As sentiments like enjoyment and fulfillment are felt, users are more likely to stay motivated while doing their tasks. Also it is much easier for the human being to assimilate mechanics or techniques rather than theoretic knowledge. The main goal of this master thesis is to make a game platform for research and development in the field of behavior modeling. The data collection needed can be done using the game and its mechanics, and then improve the game to make it more realistic and immersive. Being a simulation of emergency situations the realism helps the elicitation, assimilation and persuasion wanted for the project. The solution must be adaptive to the need of the subject. There must be alternative scenarios and mechanics to chose from. This way, not only the game can reach more kinds of people and situations, but also, represent more accurately their required need.
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spelling An empirical platform for behavioural modelling using serious gamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringEach day serious games are becoming more relevant and taken seriously by responsible institutions. Although the overall society is still not truly familiar with this concept, there are great benefits that can be achieved with this games. As said in [OPO+15], applications have a wide range of domains, naturally including social simulation, where data collection of player attitudes can be later used for statistical analysis, and behavioral pattern recognition. This makes them an important tool to both educational and social intervention. But how can we use this concept with behavior elicitation? How can we make a game, with mechanics that allow decision points and use this to both collect data and simulate emergency situations? In [RAR+12], we learn that Video games present some characteristics that make them helpful as a resource. As sentiments like enjoyment and fulfillment are felt, users are more likely to stay motivated while doing their tasks. Also it is much easier for the human being to assimilate mechanics or techniques rather than theoretic knowledge. The main goal of this master thesis is to make a game platform for research and development in the field of behavior modeling. The data collection needed can be done using the game and its mechanics, and then improve the game to make it more realistic and immersive. Being a simulation of emergency situations the realism helps the elicitation, assimilation and persuasion wanted for the project. The solution must be adaptive to the need of the subject. There must be alternative scenarios and mechanics to chose from. This way, not only the game can reach more kinds of people and situations, but also, represent more accurately their required need.2016-07-182016-07-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/85717TID:201662086engDaniel dos Santos Teixeirainfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-27T19:45:52Zoai:repositorio-aberto.up.pt:10216/85717Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T23:31:07.101703Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv An empirical platform for behavioural modelling using serious games
title An empirical platform for behavioural modelling using serious games
spellingShingle An empirical platform for behavioural modelling using serious games
Daniel dos Santos Teixeira
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short An empirical platform for behavioural modelling using serious games
title_full An empirical platform for behavioural modelling using serious games
title_fullStr An empirical platform for behavioural modelling using serious games
title_full_unstemmed An empirical platform for behavioural modelling using serious games
title_sort An empirical platform for behavioural modelling using serious games
author Daniel dos Santos Teixeira
author_facet Daniel dos Santos Teixeira
author_role author
dc.contributor.author.fl_str_mv Daniel dos Santos Teixeira
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Each day serious games are becoming more relevant and taken seriously by responsible institutions. Although the overall society is still not truly familiar with this concept, there are great benefits that can be achieved with this games. As said in [OPO+15], applications have a wide range of domains, naturally including social simulation, where data collection of player attitudes can be later used for statistical analysis, and behavioral pattern recognition. This makes them an important tool to both educational and social intervention. But how can we use this concept with behavior elicitation? How can we make a game, with mechanics that allow decision points and use this to both collect data and simulate emergency situations? In [RAR+12], we learn that Video games present some characteristics that make them helpful as a resource. As sentiments like enjoyment and fulfillment are felt, users are more likely to stay motivated while doing their tasks. Also it is much easier for the human being to assimilate mechanics or techniques rather than theoretic knowledge. The main goal of this master thesis is to make a game platform for research and development in the field of behavior modeling. The data collection needed can be done using the game and its mechanics, and then improve the game to make it more realistic and immersive. Being a simulation of emergency situations the realism helps the elicitation, assimilation and persuasion wanted for the project. The solution must be adaptive to the need of the subject. There must be alternative scenarios and mechanics to chose from. This way, not only the game can reach more kinds of people and situations, but also, represent more accurately their required need.
publishDate 2016
dc.date.none.fl_str_mv 2016-07-18
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