At the science - policy interface there are several reasons to combine models with the participatory process to facilitate the complex policy making process but the communication of the two sides is often too hard to generate any meaningful results. In this paper we argue that to close the communication gap the rationale of the Meta – rule of complex policy making needs to be comprehended and coped with. Gaming as a participatory method can be used to organize the combined process. Through the literature review we summarize the principles of gaming and use them to analyze an empirical case where stakeholders participated in a water policy making process. A computer model called the Planning Kit Blokkendoos (PKB, in English: Box of Blocks) was used here to support the participatory process and is claimed to have had a marked impact on the complex policy making process. We conclude that the PKB tool provided the stakeholders with significant ‘room to play’ with the various policy alternatives and interweaved with the policy process.
In this chapter, the authors present a methodology for researching and evaluating Serious Games (SG) and digital (or other forms of) Game-Based Learning (GBL). The methodology consists of the following elements: 1) frame-reflective analysis; 2) a methodology explicating the rationale behind a conceptual-research model; 3) research designs and data-gathering procedures; 4) validated research instruments and tools; 5) a body of knowledge that provides operationalised models and hypotheses; and 6) professional ethics. The methodology is intended to resolve the dilemma between the “generality” and “standardisation” required for comparative, theory-based research and the “specificity” and “flexibility” needed for evaluating specific cases.
This chapter examines the potential of gaming simulation as an integrated instrument to address the connection issue among water and spatial planning sectors. Policy issues in water management and spatial planning are highly fragmented because they are beset with multilevel, multi-scope, multidisciplinary, and multi-actor problems. As a result, water governance involves many governance and spatial levels, knowledge disciplines, policy actors and networks. It discusses the fragmentation and the challenge of integration among water and spatial governance sectors. The chapter presents the Climate Game: a realistic, computer-supported, multiplayer policy game that simulates a water decision process for the area of Delft, the Netherlands. Various pilot versions of serious water games have been played with professionals from water management and planning institutions in the Netherlands. The chapter describes the way in which the Climate Game can generate more and better research data on its validity and policy insights.
Islands are significant because they are remote patches of oceanic land with abundant wave energy resources and serve as the first barrier net against marine natural disasters. Thus, this research offers a self-sensing and self-powered electromagnetic wave energy harvester that mimics the process of drilling wood for fire (DSS-WEH). For ultra-low-frequency waves below 1 Hz, the two-stage acceleration structure and three-stage commutation structure of DSS-WEH are employed to optimize the harvesting of wave energy. Compare to the previous single-rotor and inertia dual-rotor generators, the innovative three-layer generator rotor construction of a wave energy harvesting system can provide an average power output of 8.24 W at an amplitude of 1 Hz, 50 mm. Wave excitation is converted into a voltage signal by DSS-WEH, which then uses an embedded development part for signal transmission and Gated Recurrent Unit (GRU) deep learning model learning and analysis to provide real-time ocean wave condition monitoring system failure status monitoring. The GRU deep learning model has a 99.56% recognition accuracy. The wave energy harvester system proposed in this paper can realize the function of wave energy collection, Marine environment state monitoring and system fault self-monitoring at the same time, which is very important for the development of ocean resources and ocean monitoring.
Dike-ponds in fisheries often present multiple pond conditions such as pure, suspended sediment, water bloom, semidry conditions, etc. However, the impact of these conditions on the performance of extracting dike-pond from remote sensing images has not been studied. To solve this problem, we explore the existence of such impacts by comparing the performance of four rule-based methods in two groups of test regions. The first group has few multiple pond conditions, while the second has more. The results show that various measure values deteriorate as the proportion of multiple pond conditions in the regions increases. All four methods performed worse in the second group than the first, where the overall accuracy decreased by 8.80%, misclassification error increased by 3.69%, omission error raised by 10.53%, and correct quantity rate dropped by 8.23%, respectively. The extraction method that ingested multiple pond conditions performed indistinguishably from the other methods in the first group. However, it outperformed the other methods in the second group, with a 4.22% improvement in overall accuracy, a 10.25% decrease in misclassification error, and a 19.03% increase in the correct quantity rate. These findings suggest that multiple pond conditions can negatively impact the extraction performance and should be considered in dike-pond applications that require a precise pond size, number, and shape.
What are the principles that make societal problems socio-technically complex? And, even more important, how can we support public policymaking in the wake of socio-technical complexity? In The Princess in the Castle, the author investigates if, why and how serious games and game-like simulations (SGs) can support integrated policy making and planning, especially in relation to managing rivers and oceans. She argues that ‘playful methods’ are particularly suited to surround sophisticated analysis with extensive participation. The book contains many examples and illustrations but centres on: the Climate Game, used in a neighbourhood reconstruction project incorporating climate adaptation measures; The Blokkendoos Planning Kit, used in the Netherlands’ planning project Room for the River for integrated flood management; the MSP Challenge, used to further the development of integrated, eco-system based marine spatial planning. The book provides a de- and re-construction of the ‘principles of play’ that underlying integrated policy analysis. The perceived usefulness of game-like tools in the Dutch and Chinese policy contexts is empirically studied. The author concludes that serious games for policy-making and planning are powerful methods with largely untapped potential. Yet, without room to play they can be easily turn into ineffective and expensive toys. Qiqi Zhou is a researcher at Delft University of Technology, the Netherlands. She is involved in several research projects with Dutch and Chinese universities.
Background. An increasing number of studies support a mediating influence of personality on video-game preferences and player experiences, and in particular, traits associated with playfulness, such as extraversion. Educational institutions, however, tend to reward serious personality traits, such as conscientiousness. Aim.To discern how students respond to Game-Based Learning (GBL) in the classroom, and to understand if and how conscientiousness mediates GBL, we performed a field study at a leading university of technology in northeast China. Method. In May 2019, 60 bachelor and executive students in public-administration studies consecutively played two digital serious games, TEAMUP (multiplayer) and DEMOCRACY3 (single player). Data accrued through surveys with pregame measurements of personality (conscientiousness), mediating factors (motivation, player experience), learning effectiveness (cognitive and non-cognitive learning), and GBL acceptance. Results. Analysis showed a strong overall learning effect for both games. Conscientiousness significantly related to cognitive learning in both games and noncognitive learning in the multiplayer game only. Conscientiousness also significantly related to player experiences in the multiplayer game. Furthermore, the conscientiousness facet of perfectionism was a dominant factor in player experience and learning. We discuss the findings in light of several aspects around GBL that require more attention and research, especially that, alongside other factors, conscientiousness may be an important dimension to consider in the design and implementation of GBL in education, and GBL can have a positive role in the modernization of education in non-Western countries.
The health monitoring of electricity transmission systems has been increasingly attracting the scientific community's attention, especially those power transmission towers built in remote and deserted areas. The smart grid provides a realistic solution to the health monitoring problem, but there is a problem that the energy supplies are still constrained by batteries. This article proposes a novel vibration energy harvester to address the power supply challenges of auxiliary equipment mounted on electricity towers or transmission lines. The proposed harvester not only harvests vibration energy when working but also attenuates the vibration amplitude of the transmission line. The structure of the device comprises three modules: a module for capturing vibration, a module for motion conversion, and a power management module. The analytical response under sinusoidal and random excitation is investigated, and the performance of energy harvesting and the effect on vibration is tested. The prototype achieves a maximum power of 183.96 mW when tested using the servo hydraulic mechanical testing and sensing system, and the wireless data transmission experiment proves the power generation ability of the prototype. The experimental results show that the acceleration of the transmission line decreases when the prototype is working.