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Serious gaming, enabling technologies and 
immersive experiences applied to rescue 
services and civil protection
Lucia Pa...
Impact of Disruptive Technologies 
on Games and Simulations for Health, Training and Security
Looking to the immediate fut...
The ability to measure, analyse and 
feedback different kinds of data to the 
citizen is likely to shift the power and 
re...
Smart Societies will be based on a seamless
collaboration between people and machines
who synergically complement each oth...
In short, the coming months and years will
witness a revolution in several practices and 
responsibilities and an explosio...
Games examples
Smart eHospital Rescue League ‐ The Virtual Tutor DOREMI Smart Society
RehAbility Construction Site CLinC ‐...
In a Nutshell
• Real content
• Real data
• Real environment
• Real story
• Real content
• Real data
• Real environment
• R...
Transforming a Process into a Game
PrototypingPrototyping
GameGame
Clinical objectiveClinical objective Clinical contentCl...
Virtual Immersive Hospital
TRAINING
Virtual Immersive Hospital after an Earthquake
TRAINING
Virtual Immersive Hospital after an Earthquake
TRAINING
Virtual Immersive Hospital after an Earthquake
• Procedural Training 
• Addressed at volunteers of 118 
• Exploration of s...
Gamified Medical Learning Environment
TRAINING
Neuro‐Rehabilitation
eHEALTH
and CARE
Motion Tracking Systems
Cognitive rehabilitation can make 
independent again.
Cognitive rehabilitation can make 
independent again.
Cognitive Reha...
Active Ageing
www.doremi‐fp7.eu
eHEALTH
and CARE
Awareness Raising:Obesity
www.pegasof4f.eu
eHEALTH
and CARE
Hazards and risks can be reduced by training engineers in a virtual 
construction site. The game unfolds using ordinary ac...
SmartSociety is a gamified city environment bringing together different local
and touristic services that citizens can use...
Smart Society for rescue services and civil protection
www.smart‐society‐project.eu
SMART CITIES
and COMMUNITIES
• Messagi...
www.smart‐society‐project.eu
SMART CITIES
and COMMUNITIES
• Social features
• Gamification
• Crowdsourcing
• Users become ...
Contact Info
Lucia Pannese
lucia.pannese@i‐maginary.it
lpannese imaginary.italy
imaginary_italy
www.i‐maginary.it
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Fire 4.0: Virtual Fires Kongress 2016

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This presentation explores how state of the art technological approaches are being piloted and introduced into rescue and emergency services and civil protection in order to address issues such as teaching and learning, raising awareness, and behavioural change. Examples from recent European research projects will be showcased and the opportunities and challenges presented by games, gamification, virtual reality and other technologies will be discussed.

Veröffentlicht in: Technologie
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Fire 4.0: Virtual Fires Kongress 2016

  1. 1. Serious gaming, enabling technologies and  immersive experiences applied to rescue  services and civil protection Lucia Pannese Virtual Fires Kongress, 02 June 2016
  2. 2. Impact of Disruptive Technologies  on Games and Simulations for Health, Training and Security Looking to the immediate future, there are emerging and maturing disruptive  technologies that are predictive to have a transformative effect on healthcare,  training and security and generate a substantive acceleration of growth in the  size and diversity of games, simulations and gamification: nano‐technologiesnano‐technologies visualisationvisualisation sensorssensors big databig data wearable lifestyle  tracking devices wearable lifestyle  tracking devices cloud computingcloud computing interface devicesinterface devices social mediasocial media wireless broadbandwireless broadband
  3. 3. The ability to measure, analyse and  feedback different kinds of data to the  citizen is likely to shift the power and  responsibility for several practices away from professionals and onto citizens using these disruptive technologies to both better understand these practices and be  motivated to change behaviours through gamified environments on wearable and  mobile devices. Smart Societies witnesses a shift of power!
  4. 4. Smart Societies will be based on a seamless collaboration between people and machines who synergically complement each other in a  socio‐technical ecosystem in which the  physical and virtual dimensions of life are  more and more intertwined and where people interaction, more often than not,  takes place with or is mediated by machines. Smart Societies witnesses a shift of power!
  5. 5. In short, the coming months and years will witness a revolution in several practices and  responsibilities and an explosion of  gamification, games and simulations in  different domains. Creativity and  computational power will be combined and  people will both exploit and feed technical systems.  Smart Societies witnesses a shift of power!
  6. 6. Games examples Smart eHospital Rescue League ‐ The Virtual Tutor DOREMI Smart Society RehAbility Construction Site CLinC ‐ The Virtual Tutor Pegaso RehAbility
  7. 7. In a Nutshell • Real content • Real data • Real environment • Real story • Real content • Real data • Real environment • Real story • Has to be playable • Has to be fun • Has to be informative /  instructional / clinically sound • Has to be playable • Has to be fun • Has to be informative /  instructional / clinically sound
  8. 8. Transforming a Process into a Game PrototypingPrototyping GameGame Clinical objectiveClinical objective Clinical contentClinical content Context of useContext of use Target needsTarget needs Target  expectations Target  expectations Specialist Target users
  9. 9. Virtual Immersive Hospital TRAINING
  10. 10. Virtual Immersive Hospital after an Earthquake TRAINING
  11. 11. Virtual Immersive Hospital after an Earthquake TRAINING
  12. 12. Virtual Immersive Hospital after an Earthquake • Procedural Training  • Addressed at volunteers of 118  • Exploration of space, dialogues, decision making, mini‐games • Reflection support through virtual tutor and learning diary • Ca 45 min duration • Feedback video:  TRAINING https://www.youtube.com/watch?v=pmYb2gBErwk
  13. 13. Gamified Medical Learning Environment TRAINING
  14. 14. Neuro‐Rehabilitation eHEALTH and CARE
  15. 15. Motion Tracking Systems
  16. 16. Cognitive rehabilitation can make  independent again. Cognitive rehabilitation can make  independent again. Cognitive Rehabilitation eHEALTH and CARE
  17. 17. Active Ageing www.doremi‐fp7.eu eHEALTH and CARE
  18. 18. Awareness Raising:Obesity www.pegasof4f.eu eHEALTH and CARE
  19. 19. Hazards and risks can be reduced by training engineers in a virtual  construction site. The game unfolds using ordinary activities and unexpected,  urgent accidents in a farm under renovation. Construction Site: safety in progress TRAINING
  20. 20. SmartSociety is a gamified city environment bringing together different local and touristic services that citizens can use and contribute to actively.  The first gamified service is SmartShare, the new app for car pooling.  Smart Society: a suite for a smarter society WATCH THE VIDEO www.smart‐society‐project.eu virtual gamified city  environment Smart Share app SMART CITIES and COMMUNITIES
  21. 21. Smart Society for rescue services and civil protection www.smart‐society‐project.eu SMART CITIES and COMMUNITIES • Messaging • Alerts • Protection plans • Best practices • Training • Peers • Humans • machines • Machine Learning • Provenance and reputation services • Orchestration services • Incentives and motivation 
  22. 22. www.smart‐society‐project.eu SMART CITIES and COMMUNITIES • Social features • Gamification • Crowdsourcing • Users become active contributors of the system • User contributions feed machine learning • Information is enriched and sooner available • Gamification motivates users to contribute Es: waze https://www.waze.com/en Smart Society for rescue services and civil protection
  23. 23. Contact Info Lucia Pannese lucia.pannese@i‐maginary.it lpannese imaginary.italy imaginary_italy www.i‐maginary.it

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