Making Sense Of Virtual Risks

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Making Sense of Virtual Risks

Along with the rise of digital games over the past decades came an increased interest in using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games’ advantages. Existing literature claims that more comprehensive, rigorous, and innovative studies are needed to investigate the effective design and use of games. To contribute to this emerging field, the author investigated the case of Levee Patroller. The target audience of this game, levee patrollers, are considered the “eyes and ears” of the Dutch water authorities. They inspect levees and report any risks they encounter. Similarly, in the game players have to find all virtual failures in a region and report these. If they do not find the failures in time or report them incorrectly, it could result in a levee breach that floods the whole virtual region. Using this game, an innovative game-based training was set up to prove its effectiveness in training inspection knowledge and skills, and to understand the contributing factors. In total, 147 levee patrollers from 3 water authorities in the Netherlands participated in a structured 3-week training which was evaluated using a quasi-experimental design with a mix of quantitative and qualitative methods. The results highlight a successful training. Clear evidence was found that the patrollers improved on their inspection knowledge and skills. But because how players perform in the game is most crucial for the game’s success as a training tool, future research should consider game design, data, and performance more elaborately.
Life's Adventure: Virtual Risk in a Real World

We live in a dangerous world. Numerous hazards can strike us down from infectious diseases and genetic disorders to food poisoning and car crashes. Furthermore, the advances in information technology enable consumers to be more aware of these problems as the latest data on new hazards is spun around the world in a matter of seconds. As part of the opinion forming sector (as a think tank researcher and opinion editorial writer) Roger Bate has contributed to this information exchange. His writing over the past five years, as reflected in this book, has focussed on 5 key themes: 1. Hazards are as likely to come from natural as from man-made substances. 2. The linear no-threshold hypothesis is rubbish (i.e. the dose makes the poison). 3. An entire industry has developed to scare us into stopping certain activities, or making us feel guilty for continuing them, or lobbying to have them banned by government. 4. The public are quite capable of making decisions that involve complex trade-offs if only we would let them; indeed not letting them causes enormous problems as government bodies do not have the dispersed knowledge to do this, and are subject to interest group pressure. 5. There are innumerable benefits, as well as costs, from risk taking. Most articles concerning risk avoid mentioning any of the above five themes. The articles for this book were originally published in the Wall Street Journal, Financial Times, Economic Affairs, and The Sunday Times. An introduction will draw all the articles together.
Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Body Modeling and Ergonomics

This two volume set (LNCS 8025-8026) constitutes the refereed proceedings of the Fourth International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, formerly International Conference on Digital Human Modeling, DHM 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This two-volume set contains 91 papers. The papers in this volume focus on the following topics: digital human modeling and ergonomics in working environments; ergonomics of work with computers; anthropometry, posture and motion modeling.