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Dr. Heide Lukosch
HIT Lab NZ, University of Canterbury

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0 Complex Systems
0 Learning
0 Serious Games
0 Training
0 Virtual Reality

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Published: 15 April 2021 in Simulation & Gaming
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Background. Simulation gaming sessions can be understood as a sequence of briefing, game play, and debriefing - with feedback loops and iterative steps in between. Often, these sessions are supported by a facilitator, who organizes the session, sets learning goals, and guides the players through briefing, game play and debriefing ( Taylor, Backlund & Niklasson, 2012 ), which we call facilitation. Debriefing is a vital part of the facilitation process, as according to Crookall (2010) and Kriz (2010) , it facilitates learning. Contrary to many traditional models that locate the debriefing phase at the very end of a simulation gaming session, we conceptualize debriefing as reflection moments during the whole session, in which participants have the opportunity to reflect on their game play, experiences, and learnings. Facilitation is the process of enabling participants to address challenging situations of the game play, and make connections between the game play and the real environment the game refers to throughout the simulation gaming session. Method & Results. We analysed existing debriefing literature within the Simulation & Gaming journal. This review revealed that many existing approaches do not sufficiently consider changing needs of participants during a simulation gaming session to allow for a direct reflection on what is happening. Instead, a large number of debriefing approaches focus on a post-action reflection only. Moreover, the approaches analysed in our article often are abstract and only provide scarce practical recommendations. In addition to the literature review, we draw conclusions from observations of our own work in and with simulation gaming sessions. Based on the related and our own work, we propose a new model for simulation game facilitation, which better connects moments of reflection with the game play - the Impulse-Debriefing-Spiral. Conclusions. We provide a holistic understanding of debriefing that helps facilitators when implementing simulation games for learning purposes. Our model, called the Impulse-Debriefing-Spiral, conceptualizes the role of facilitation between briefing and debriefing throughout the whole process of a simulation gaming session - starting with its planning to reacting on emerging needs of the participants in between, up to closing the session as last step before transferring new knowledge and competencies into a new context (learning transfer).

ACS Style

Sebastian Schwägele; Birgit Zürn; Heide K. Lukosch; Maria Freese. Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation. Simulation & Gaming 2021, 52, 364 -365.

AMA Style

Sebastian Schwägele, Birgit Zürn, Heide K. Lukosch, Maria Freese. Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation. Simulation & Gaming. 2021; 52 (3):364-365.

Chicago/Turabian Style

Sebastian Schwägele; Birgit Zürn; Heide K. Lukosch; Maria Freese. 2021. "Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation." Simulation & Gaming 52, no. 3: 364-365.

Journal article
Published: 15 October 2020 in Sustainability
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Logistics and transport systems are complex systems for which sustainable innovations are urgently needed. Serious games are an acknowledged tool for training, learning, and decision making, as well as for helping to introduce innovative concepts for complex systems. Technological innovations for the transport domain that can improve sustainability are usually heavily dependent on the collaboration among actors. A simulation gaming approach can help these actors in understanding the challenges involved, and in finding solutions in a playful, interactive way. Our research approach includes a thorough literature review on games for innovation and collaboration in transport networks, and the development of two dedicated simulation games addressing sustainability innovations for the Port of Rotterdam, the largest seaport in Europe and one of the largest in the world. The two innovation cases are truck platooning and multi-sided digital platforms for barge transportation, both improving the sustainability of hinterland transportation. The games serve as instruments to reveal interactions and tensions among actors, contribute to the interpretation of their behavior, and eventually help all parties to reach a better understanding on how innovation adoption can be fostered, using an innovation ecosystem perspective. We are convinced that serious gaming, by providing a better understanding of the innovation process, will help the implementation of sustainability innovations in complex systems.

ACS Style

Anastasia Roukouni; Heide Lukosch; Alexander Verbraeck; Rob Zuidwijk. Let the Game Begin: Enhancing Sustainable Collaboration among Actors in Innovation Ecosystems in a Playful Way. Sustainability 2020, 12, 8494 .

AMA Style

Anastasia Roukouni, Heide Lukosch, Alexander Verbraeck, Rob Zuidwijk. Let the Game Begin: Enhancing Sustainable Collaboration among Actors in Innovation Ecosystems in a Playful Way. Sustainability. 2020; 12 (20):8494.

Chicago/Turabian Style

Anastasia Roukouni; Heide Lukosch; Alexander Verbraeck; Rob Zuidwijk. 2020. "Let the Game Begin: Enhancing Sustainable Collaboration among Actors in Innovation Ecosystems in a Playful Way." Sustainability 12, no. 20: 8494.

Journal article
Published: 10 December 2019 in Journal of Humanitarian Logistics and Supply Chain Management
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Purpose The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises and simulation or analytical modelling and to provide guidelines on how simulation games can be designed for different research purposes in the context of humanitarian logistics. Design/methodology/approach This paper combines a literature review on gaming as a research method with an analysis of requirements for humanitarian logistics research methods. Starting from this theoretical framework, the authors develop a design thinking approach that highlights how games can be used for different research purposes. To illustrate the approach, the authors develop two different game set-ups that are of increasing fidelity and complexity. Finally, the authors discuss the results of the evaluation of both approaches, reflect on the design choices and provide recommendations for research and practice. Findings Gaming is a suitable research method to explore and analyse behaviour and decisions in emergent settings that require team work and collaborative problem solving. Especially when safety and security concerns may hinder access and experimentation on site, gaming can offer a realistic and engaging quasi-experimental environment. The aspects of engagement and realism also make gaming a suitable tool to combine training and research. Originality/value Although the use of games has attracted some attention in commercial supply chain management and crisis response, there is no systematic overview of gaming as a research method in humanitarian logistics. This paper is set to make a headway in addressing this gap by proposing a concrete approach to design games for humanitarian logistics research.

ACS Style

Heide Lukosch; Tina Comes. Gaming as a research method in humanitarian logistics. Journal of Humanitarian Logistics and Supply Chain Management 2019, 9, 352 -370.

AMA Style

Heide Lukosch, Tina Comes. Gaming as a research method in humanitarian logistics. Journal of Humanitarian Logistics and Supply Chain Management. 2019; 9 (3):352-370.

Chicago/Turabian Style

Heide Lukosch; Tina Comes. 2019. "Gaming as a research method in humanitarian logistics." Journal of Humanitarian Logistics and Supply Chain Management 9, no. 3: 352-370.

Reference work
Published: 10 November 2019 in Encyclopedia of Educational Innovation
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ACS Style

Heide Lukosch. Digital Games and Gamification in Learning. Encyclopedia of Educational Innovation 2019, 1 -5.

AMA Style

Heide Lukosch. Digital Games and Gamification in Learning. Encyclopedia of Educational Innovation. 2019; ():1-5.

Chicago/Turabian Style

Heide Lukosch. 2019. "Digital Games and Gamification in Learning." Encyclopedia of Educational Innovation , no. : 1-5.

Conference paper
Published: 16 June 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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Fidelity of games as a concept describes the level of representation of, or accordance with reality. The level of fidelity has influence on the interaction between player and game. Our study discusses the outcomes of a literature study and three cases with the goal to propose a comprehensive framework of game fidelity. This framework could help game designers and researchers to adopt the ‘right’ or sufficient level of fidelity to achieve the intended objectives related to applied games. Our results show that functional and psychological fidelity have a higher impact on the experience and effects of applied games than their physical fidelity. Social and ethical fidelity are proposed as new dimensions of game fidelity that still have to be explored. In literature, both low and high levels of fidelity are described as effective in applied games, while a medium level seems not to be beneficial for the player.

ACS Style

Heide Lukosch; Stephan Lukosch; Simon Hoermann; Robert Lindeman. Conceptualizing Fidelity for HCI in Applied Gaming. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 165 -179.

AMA Style

Heide Lukosch, Stephan Lukosch, Simon Hoermann, Robert Lindeman. Conceptualizing Fidelity for HCI in Applied Gaming. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():165-179.

Chicago/Turabian Style

Heide Lukosch; Stephan Lukosch; Simon Hoermann; Robert Lindeman. 2019. "Conceptualizing Fidelity for HCI in Applied Gaming." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 165-179.

Research article
Published: 25 May 2019 in Simulation & Gaming
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Background. Designing interventions for conserving the food, energy, and water nexus at household level poses a significant challenge due to the complex interplay between human behaviors, technologies, and policies. Games show potential to increase awareness for environmental issues and influence behaviors towards more sustainable practices. Aim. By bringing together scientists and practitioners in the game design process, a transdisciplinary (TD) approach is seen as a promising way to integrate available knowledge and establish ownership of the problem and solution options. Few gaming literature, however, looked at combining the two approaches in addressing resource conservation issues. Method. We present a systematic account of the TD approach process of developing a role-playing game (RPG) - called HomeRUN (Role-play for Understanding Nexus). Results. We documented our experiences in terms of challenges as well as the benefits of the TD approach. Interacting disciplines in this process include psychology, economics, engineering, climate, sociology, and computer science. Inputs from each discipline combined with feedback from social actors that include city government, utility companies, and community members facilitated continuous improvements of the RPG design.

ACS Style

Datu Buyung Agusdinata; Heide Lukosch. Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development. Simulation & Gaming 2019, 50, 359 -376.

AMA Style

Datu Buyung Agusdinata, Heide Lukosch. Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development. Simulation & Gaming. 2019; 50 (3):359-376.

Chicago/Turabian Style

Datu Buyung Agusdinata; Heide Lukosch. 2019. "Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development." Simulation & Gaming 50, no. 3: 359-376.

Journal article
Published: 04 October 2018 in Transportation Research Record: Journal of the Transportation Research Board
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In this paper we discuss the application of simulation gaming to study the behavior and decision making of stakeholders when confronted with complex transportation problems. The problem we tackle is synchromodal transportation. Synchromodality requires the vertical and horizontal collaboration of stakeholders in all the levels of decision making. To facilitate this, we develop four games designed in a way that meets the needs of decision makers in each level. We present both board and digital games and the results from the first gaming sessions with Dutch supply chain and logistics professionals.

ACS Style

Ioanna Kourounioti; Shalini Kurapati; Heide Lukosch; Lóránt Tavasszy; Alexander Verbraeck. Simulation Games to Study Transportation Issues and Solutions: Studies on Synchromodality. Transportation Research Record: Journal of the Transportation Research Board 2018, 2672, 72 -81.

AMA Style

Ioanna Kourounioti, Shalini Kurapati, Heide Lukosch, Lóránt Tavasszy, Alexander Verbraeck. Simulation Games to Study Transportation Issues and Solutions: Studies on Synchromodality. Transportation Research Record: Journal of the Transportation Research Board. 2018; 2672 (44):72-81.

Chicago/Turabian Style

Ioanna Kourounioti; Shalini Kurapati; Heide Lukosch; Lóránt Tavasszy; Alexander Verbraeck. 2018. "Simulation Games to Study Transportation Issues and Solutions: Studies on Synchromodality." Transportation Research Record: Journal of the Transportation Research Board 2672, no. 44: 72-81.

Conference paper
Published: 26 May 2018 in Privacy Enhancing Technologies
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Transportation systems are complex yet vital infrastructures. Different stakeholders have to work together to guarantee the most efficient traffic of humans and goods. Challenges that stakeholders face in such infrastructure systems, like divergent interests and attitudes, make it hard to predict behaviour. To understand the complex systems including the behaviour of the stakeholders, it is relevant to model decision-making processes. For this reason, simulation games were developed. The present article focuses on two different case studies. Both are studies in which board games were used. After explaining each case study, a comparative section follows to give an overview about advantages and disadvantages of the use of board games in the transportation sector.

ACS Style

Shalini Kurapati; Maria Freese; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Thijs Smit; Jaco Van Meijeren; Bas Van Nuland; Linda Van Veen. Attitude Measurement with Board Games in Transportation Nodes. Privacy Enhancing Technologies 2018, 148 -157.

AMA Style

Shalini Kurapati, Maria Freese, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Thijs Smit, Jaco Van Meijeren, Bas Van Nuland, Linda Van Veen. Attitude Measurement with Board Games in Transportation Nodes. Privacy Enhancing Technologies. 2018; ():148-157.

Chicago/Turabian Style

Shalini Kurapati; Maria Freese; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Thijs Smit; Jaco Van Meijeren; Bas Van Nuland; Linda Van Veen. 2018. "Attitude Measurement with Board Games in Transportation Nodes." Privacy Enhancing Technologies , no. : 148-157.

Research article
Published: 08 May 2018 in Simulation & Gaming
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Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.

ACS Style

Heide Karen Lukosch; Geertje Bekebrede; Shalini Kurapati; Stephan Lukosch. A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. Simulation & Gaming 2018, 49, 279 -314.

AMA Style

Heide Karen Lukosch, Geertje Bekebrede, Shalini Kurapati, Stephan Lukosch. A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. Simulation & Gaming. 2018; 49 (3):279-314.

Chicago/Turabian Style

Heide Karen Lukosch; Geertje Bekebrede; Shalini Kurapati; Stephan Lukosch. 2018. "A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems." Simulation & Gaming 49, no. 3: 279-314.

Conference paper
Published: 01 April 2018 in Transactions on Petri Nets and Other Models of Concurrency XV
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Global transportation knows many different modalities – goods arrive from faraway places by ship, plane, railway, or truck. Airports and seaports both represent important nodes within the global transportation network. Both show distinct characteristics, but also similarities when it comes to challenges like required flexibility, robustness, reliability and situational awareness of the stakeholders involved. In this article, we introduce two different simulation games addressing some of these challenges in two complex transportation nodes and discuss the qualitative results of user tests with the games. Within a comparative section, we show how simulation games can be used to address the challenges of multimodal transportation.

ACS Style

Maria Freese; Shalini Kurapati; Heide Karen Lukosch; Daan Groen; Rens Kortmann; Alexander Verbraeck. Addressing Challenges of Planning in Multimodal Transportation Nodes with Simulation Games. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 254 -275.

AMA Style

Maria Freese, Shalini Kurapati, Heide Karen Lukosch, Daan Groen, Rens Kortmann, Alexander Verbraeck. Addressing Challenges of Planning in Multimodal Transportation Nodes with Simulation Games. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():254-275.

Chicago/Turabian Style

Maria Freese; Shalini Kurapati; Heide Karen Lukosch; Daan Groen; Rens Kortmann; Alexander Verbraeck. 2018. "Addressing Challenges of Planning in Multimodal Transportation Nodes with Simulation Games." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 254-275.

Journal article
Published: 09 February 2018 in Sustainability
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Synchromodality is described as a network of well-synchronised and interconnected transportation modes. One of the most important advantages of synchromodality is the development of a sustainable transportation system. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. In this paper, we regard information exchange as one of the main enablers of collaboration between the infrastructure managers. We developed a digital single-player simulation game called “Modal Manager” comprising logistic service providers and infrastructure managers. Each player takes over the role of an infrastructure manager who must use information provision as a tool to control flows in a network where various planned and unplanned disruptions occur. We include the game in a session where participants are able to interact with the game and with each other. The first gameplay session with Dutch experts revealed that infrastructure managers perceive synchromodality as a way to cope with disruptions more efficiently. On the other hand, the concept of synchromodal corridor management is ambiguous and various legal and governance barriers exist that hinder its implementation.

ACS Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Lóránt Tavasszy; Alexander Verbraeck. Fostering Sustainable Transportation Operations through Corridor Management: A Simulation Gaming Approach. Sustainability 2018, 10, 455 .

AMA Style

Shalini Kurapati, Ioanna Kourounioti, Heide Lukosch, Lóránt Tavasszy, Alexander Verbraeck. Fostering Sustainable Transportation Operations through Corridor Management: A Simulation Gaming Approach. Sustainability. 2018; 10 (2):455.

Chicago/Turabian Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Lóránt Tavasszy; Alexander Verbraeck. 2018. "Fostering Sustainable Transportation Operations through Corridor Management: A Simulation Gaming Approach." Sustainability 10, no. 2: 455.

Chapter
Published: 05 January 2018 in Sicherheitskritische Mensch-Computer-Interaktion
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Sicherheitskräfte im Teamverband müssen Informationen schnell und adäquat austauschen können, um über ein gutes Situationsbewusstsein zu verfügen. Dies wird als wichtige Voraussetzung für gute und effektive Zusammenarbeit angesehen, die in bestimmten Situationen über die Fortsetzung eines Einsatzes und selbst über Leben und Tod entscheiden kann. Es ist daher wichtig, neue Methoden zur Entwicklung von Situationsbewusstsein zu entwickeln und deren Effektivität zu untersuchen. Dieses Kapitel beschreibt zunächst, was Situationsbewusstsein ist und wie es gemessen werden kann. Anschließend werden „Simulation Games“ beschrieben, um sichere Trainings- und Testumgebungen für die Validierung neuer Methoden bereitzustellen. Danach wird der Einsatz von „Virtual Reality“ (VR) und „Augmented Reality“ (AR) in Kombination mit Simulation Games zur Entwicklung und Evaluation von Situationsbewusstsein anhand von zwei Studien illustriert. Die Erkenntnisse der Studien zeigen Richtungen für die Entwicklung von zukünftigen Trainingsumgebungen für Einsatzkräfte mit Sicherheitsaufgaben auf.

ACS Style

Stephan Lukosch; Heide Lukosch. Situationsbewusstsein in Augmented und Virtual Reality Simulation Games. Sicherheitskritische Mensch-Computer-Interaktion 2018, 489 -508.

AMA Style

Stephan Lukosch, Heide Lukosch. Situationsbewusstsein in Augmented und Virtual Reality Simulation Games. Sicherheitskritische Mensch-Computer-Interaktion. 2018; ():489-508.

Chicago/Turabian Style

Stephan Lukosch; Heide Lukosch. 2018. "Situationsbewusstsein in Augmented und Virtual Reality Simulation Games." Sicherheitskritische Mensch-Computer-Interaktion , no. : 489-508.

Journal article
Published: 01 November 2017 in Transportation Research Part F: Traffic Psychology and Behaviour
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ACS Style

Shalini Kurapati; Heide Karen Lukosch; Stephanie Eckerd; Alexander Verbraeck; Thomas Corsi. Relating planner task performance for container terminal operations to multi-tasking skills and personality type. Transportation Research Part F: Traffic Psychology and Behaviour 2017, 51, 47 -64.

AMA Style

Shalini Kurapati, Heide Karen Lukosch, Stephanie Eckerd, Alexander Verbraeck, Thomas Corsi. Relating planner task performance for container terminal operations to multi-tasking skills and personality type. Transportation Research Part F: Traffic Psychology and Behaviour. 2017; 51 ():47-64.

Chicago/Turabian Style

Shalini Kurapati; Heide Karen Lukosch; Stephanie Eckerd; Alexander Verbraeck; Thomas Corsi. 2017. "Relating planner task performance for container terminal operations to multi-tasking skills and personality type." Transportation Research Part F: Traffic Psychology and Behaviour 51, no. : 47-64.

Conference paper
Published: 15 October 2017 in Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
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Challenging neighbourhoods in large cities most often lack social coherence. Meaningful social interaction between citizens in such neighbourhoods is needed to increase coherence, and games may be a means to this end. This paper reflects on the structure of a dedicated game design workshop with teenagers from 12 to 16 years of age designed to this purpose. The relevance of both the identified requirements and the emergent game ideas are presented and discussed together with directions for future work for design of games for social interaction through participation

ACS Style

Xavier Fonseca; Stephan Lukosch; Heide Lukosch; Simon Tiemersma; Frances Brazier. Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games. Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play 2017, 331 -337.

AMA Style

Xavier Fonseca, Stephan Lukosch, Heide Lukosch, Simon Tiemersma, Frances Brazier. Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games. Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. 2017; ():331-337.

Chicago/Turabian Style

Xavier Fonseca; Stephan Lukosch; Heide Lukosch; Simon Tiemersma; Frances Brazier. 2017. "Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games." Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play , no. : 331-337.

Conference paper
Published: 01 June 2017 in 2017 5th IEEE International Conference on Models and Technologies for Intelligent Transportation Systems (MT-ITS)
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Rail is a cost-effective and environment friendly freight transport modality when used efficiently. Stakeholders around Dutch ports are discouraged to choose rail due to uncertain train schedules and the dispersed nature of freight flows across terminals in the port. To understand the challenges and opportunities of freight transport using rail, we used a combined approach of modelling and simulation gaming as participative research method. In addition to a simulation game, we developed a metamodel to simulate all possible choices of the players in the game. We designed and executed simulation gaming sessions with professionals and students. Within these sessions, we collected data in the form of surveys and in-game observations on the behaviour of the players. We compared and contrasted the results of the metamodel with those of the gaming sessions. The main contribution of the research is the provision of a deep insight into the challenges and opportunities offered by efficient transportation of containers using rail. The combined approach allows us to assess the effectiveness of various incentives to consolidate freight, promote intermodal transportation and to encourage the development of efficient services for rail freight transport.

ACS Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Lorant Tavaszzy; Alexander Verbraeck; Linda Van Veen; Bas Van Nuland. Exploring challenges and solutions for container transportation using rail: A modelling and simulation gaming study. 2017 5th IEEE International Conference on Models and Technologies for Intelligent Transportation Systems (MT-ITS) 2017, 158 -163.

AMA Style

Shalini Kurapati, Ioanna Kourounioti, Heide Lukosch, Lorant Tavaszzy, Alexander Verbraeck, Linda Van Veen, Bas Van Nuland. Exploring challenges and solutions for container transportation using rail: A modelling and simulation gaming study. 2017 5th IEEE International Conference on Models and Technologies for Intelligent Transportation Systems (MT-ITS). 2017; ():158-163.

Chicago/Turabian Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Lorant Tavaszzy; Alexander Verbraeck; Linda Van Veen; Bas Van Nuland. 2017. "Exploring challenges and solutions for container transportation using rail: A modelling and simulation gaming study." 2017 5th IEEE International Conference on Models and Technologies for Intelligent Transportation Systems (MT-ITS) , no. : 158-163.

Journal article
Published: 01 January 2017 in Transportation Research Procedia
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Synchromodal transport has the potential to offer flexible, reliable, cost-effective and sustainable freight transportation by enabling real-time switching between transport modes. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. Multiple stakeholders need to make consistent decisions under dynamic and time-pressed operational situations. Such situations request efficient information sharing, role awareness, optimization of services and assets in freight transport corridors. Situation Awareness (SA) has been proven as essential prerequisite for decision-making under dynamic operational situations. In this research, we aim to explore the decision choices and behavior of stakeholders related to synchromodal corridor management at various levels of SA. For this purpose, we developed a simulation game called ‘Modal Manager’ comprising logistic service providers and infrastructure managers. The participants of the game take over the role of infrastructure managers. They have to cooperate to solve several disruptions and incidents in a flexible way ensuring the time-efficient and reliable transportation of containers while maintaining the optimal utilization of the network. Our research study around the game includes a session consisting of briefing, game play and debriefing with transport professionals in the private and public sector in the Netherlands. The game results are expected to shed light on decision-making, information sharing strategies and interventions made by infrastructure managers for efficient synchromodal corridor management.

ACS Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Lóránt Tavasszy; Alexander Verbraeck; Daan Groen; Jaco Van Meijeren; Layla Lebesque. The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective. Transportation Research Procedia 2017, 27, 197 -204.

AMA Style

Shalini Kurapati, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Lóránt Tavasszy, Alexander Verbraeck, Daan Groen, Jaco Van Meijeren, Layla Lebesque. The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective. Transportation Research Procedia. 2017; 27 ():197-204.

Chicago/Turabian Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Lóránt Tavasszy; Alexander Verbraeck; Daan Groen; Jaco Van Meijeren; Layla Lebesque. 2017. "The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective." Transportation Research Procedia 27, no. : 197-204.

Conference paper
Published: 23 November 2016 in Transactions on Petri Nets and Other Models of Concurrency XV
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With more flexible and large-scale learning environments, new design requirements for games emerge. Massive Open Online Courses (MOOCs) are one of the most important innovations in the learning field. Still, it is a challenge to motivate learners and to keep them motivated in such huge learning environments. To address this challenge, we redesigned a board game targeting at an integrated view on disruption and communication management in an intermodal transportation situation. From the redesign, we have learned that an online game works better with fewer roles, requires immediate feedback, and an engaging way of challenge to keep players motivated. Our findings can inform the design of games for large groups of players in an online environment.

ACS Style

Heide Lukosch; Shalini Kurapati; Geertje Bekebrede; Simon Tiemersma; Daan Groen; Linda van Veen; Alexander Verbraeck. Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation. Transactions on Petri Nets and Other Models of Concurrency XV 2016, 167 -176.

AMA Style

Heide Lukosch, Shalini Kurapati, Geertje Bekebrede, Simon Tiemersma, Daan Groen, Linda van Veen, Alexander Verbraeck. Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation. Transactions on Petri Nets and Other Models of Concurrency XV. 2016; ():167-176.

Chicago/Turabian Style

Heide Lukosch; Shalini Kurapati; Geertje Bekebrede; Simon Tiemersma; Daan Groen; Linda van Veen; Alexander Verbraeck. 2016. "Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 167-176.

Conference paper
Published: 13 November 2016 in Proceedings of the 19th International Conference on Supporting Group Work
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Recent research showed that augmented reality (AR) technology is a promising approach to support distributed teams in crime scene investigation. This paper reports on the development and evaluation of a handheld AR system to support team situational awareness and collaboration among co-located and remote forensic investigators. The AR system runs on a smartphone strapped to the wrists of the local investigators and on a laptop for the remote investigator. The AR system has been evaluated with three experienced forensic investigators and was carried out in two rounds: (1) with one local and one remote investigator and (2) with two local and one remote investigator. The evaluation focused on the usability of the AR system and its effect on situational awareness as well as collaboration quality. Compared to earlier experiments using head-mounted devices (HMDs), the findings suggest that the handheld AR system addresses limitations of current HMD based AR system, but the necessary division of attention between smartphone AR system and real environment impacts the situational awareness.

ACS Style

Dragoş Datcu; Stephan G. Lukosch; Heide K. Lukosch. Handheld Augmented Reality for Distributed Collaborative Crime Scene Investigation. Proceedings of the 19th International Conference on Supporting Group Work 2016, 267 -276.

AMA Style

Dragoş Datcu, Stephan G. Lukosch, Heide K. Lukosch. Handheld Augmented Reality for Distributed Collaborative Crime Scene Investigation. Proceedings of the 19th International Conference on Supporting Group Work. 2016; ():267-276.

Chicago/Turabian Style

Dragoş Datcu; Stephan G. Lukosch; Heide K. Lukosch. 2016. "Handheld Augmented Reality for Distributed Collaborative Crime Scene Investigation." Proceedings of the 19th International Conference on Supporting Group Work , no. : 267-276.

Journal article
Published: 01 August 2016 in i-com
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For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (n = 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment (n = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge.

ACS Style

Marina A. Cidota; Stephan G. Lukosch; Paul Dezentje; Paulina J. M. Bank; Heide K. Lukosch; Rory M. S. Clifford. Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions. i-com 2016, 15, 155 -169.

AMA Style

Marina A. Cidota, Stephan G. Lukosch, Paul Dezentje, Paulina J. M. Bank, Heide K. Lukosch, Rory M. S. Clifford. Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions. i-com. 2016; 15 (2):155-169.

Chicago/Turabian Style

Marina A. Cidota; Stephan G. Lukosch; Paul Dezentje; Paulina J. M. Bank; Heide K. Lukosch; Rory M. S. Clifford. 2016. "Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions." i-com 15, no. 2: 155-169.

Journal article
Published: 01 April 2016 in International Journal of Game-Based Learning
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This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container terminal represents an important, complex node in the multimodal transportation of goods. Many operations have to be planned in order to ensure a high performance of the whole system. To evaluate the relation between SA and planning task performance, the authors conducted tests with 142 participants. They evaluated the role of SA in integrated planning activities, and the playability and usefulness of the microgame. In conclusion, the authors can state that SA is very conducive to integrated planning tasks in container terminal operations. The microgame approach allows for an enjoyable game activity, while providing a meaningful situated learning experience towards SA.

ACS Style

Heide Lukosch; Daan Groen; Shalini Kurapati; Roland Klemke; Alexander Verbraeck. The Role of Awareness for Complex Planning Task Performance. International Journal of Game-Based Learning 2016, 6, 15 -28.

AMA Style

Heide Lukosch, Daan Groen, Shalini Kurapati, Roland Klemke, Alexander Verbraeck. The Role of Awareness for Complex Planning Task Performance. International Journal of Game-Based Learning. 2016; 6 (2):15-28.

Chicago/Turabian Style

Heide Lukosch; Daan Groen; Shalini Kurapati; Roland Klemke; Alexander Verbraeck. 2016. "The Role of Awareness for Complex Planning Task Performance." International Journal of Game-Based Learning 6, no. 2: 15-28.