Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments

被引:14
作者
Altan, Burak [1 ]
Gurer, Servet [2 ]
Alsamarei, Ali [3 ]
Demir, Damla Kivilcim [1 ]
Duzgun, H. Sebnem [4 ]
Erkayaoglu, Mustafa [2 ]
Surer, Elif [1 ]
机构
[1] Middle East Tech Univ, Grad Sch Informat, Dept Modeling & Simulat, TR-06800 Ankara, Turkey
[2] Middle East Tech Univ, Dept Min Engn, TR-06800 Ankara, Turkey
[3] Middle East Tech Univ, Dept Ind Design, TR-06800 Ankara, Turkey
[4] Colorado Sch Mines, 1500 Illinois St, Golden, CO 80401 USA
关键词
Serious games; Training; Virtual reality; Mixed reality; CBRN-e; Mining; SIMULATION; SYSTEM;
D O I
10.1016/j.ijdrr.2022.103022
中图分类号
P [天文学、地球科学];
学科分类号
07 ;
摘要
In the last decade, chemical, biological, radioactive, nuclear, and explosive (CBRN-e) attacks have become severe risks to countries, prompting connected parties to prioritize CBRN-e training. CBRN-e training is typically performed as physical exercises, and although such training is necessary and beneficial, repeating the same training program can be time-consuming and costly. In this study, newly developed versions of two previous serious games-Hospital and Biogarden- and a new mining serious game were developed for training purposes in Virtual Reality (VR), Mixed Reality (MR), and personal computer (PC) environments. The Hospital and Biogarden games' scenarios were based on the joint activities held in 2018 in France and Belgium as part of the EU H2020 European Network Of CBRN Training CEnters (eNOTICE) project, while the mining game was created over a replica of a training mine at a university in Turkey. Sixteen CBRN-e experts from the eNOTICE project, who took part in the physical training programs in France and Belgium, evaluated the games. For evaluation and extensive feedback, presence, system usability scale, technology acceptance model questionnaires, and open-ended questions were conducted. The findings revealed that serious games have a vast potential in CBRN-e training, and the comparisons of different environments provided invaluable testbeds giving hindsight to develop a future training program.
引用
收藏
页数:24
相关论文
共 50 条
  • [11] Arnab S, 2012, ELECTRON J E-LEARN, V10, P159
  • [12] An empirical evaluation of the System Usability Scale
    Bangor, Aaron
    Kortum, Philip T.
    Miller, James T.
    [J]. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2008, 24 (06) : 574 - 594
  • [13] Bangor A, 2009, J USABILITY STUD, V4, P114
  • [14] Developing a Virtual Reality Environment for Mining Research
    Bellanca, Jennica L.
    Orr, Timothy J.
    Helfrich, William J.
    Macdonald, Brendan
    Navoyski, Jason
    Demich, Brendan
    [J]. MINING METALLURGY & EXPLORATION, 2019, 36 (04) : 597 - 606
  • [15] Brooke J., 1996, USABILITY EVAL IND, P207
  • [16] Injuries associated with continuous miners, shuttle cars, load-haul-dump and personnel transport in New South Wales underground coal mines
    Burgess-Limerick, R.
    Steiner, L.
    [J]. TRANSACTIONS OF THE INSTITUTIONS OF MINING AND METALLURGY SECTION A-MINING TECHNOLOGY, 2006, 115 (04): : 160 - 168
  • [17] Coiffet P., 2003, Virtual Reality Technology
  • [18] Davis F.D., 1985, TECHNOLOGY ACCEPTANC
  • [19] TIER competency-based training course for the first receivers of CBRN casualties: a European perspective
    Djalali, Ahmadreza
    Della Corte, Francesco
    Segond, Frederique
    Metzger, Marie-Helene
    Gabilly, Laurent
    Grieger, Fiene
    Larrucea, Xabier
    Violi, Christian
    Lopez, Cedric
    Arnod-Princ, Philippe
    Ingrassia, Pier L.
    [J]. EUROPEAN JOURNAL OF EMERGENCY MEDICINE, 2017, 24 (05) : 371 - 376
  • [20] Presence, Mixed Reality, and Risk-Taking Behavior: A Study in Safety Interventions
    Hasanzadeh, Sogand
    Polys, Nicholas F.
    de la Garza, Jesus M.
    [J]. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2020, 26 (05) : 2115 - 2125