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Transcript of 1 S-CUBE Project Using Online-Role-Play-Games for Entrepreneurship Training Ireland Game Based...
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S-CUBE ProjectUsing Online-Role-Play-Games for Entrepreneurship Training
Ireland Game Based Learning Symposium (iGBL-2013) June 06-07, 2013, Dublin, Ireland
Alfie Keary1, Paul Walsh1, Déirdre O’Byrne1, Jonathan Moizer2, Jonathan Lean2 Andrea Di Ferdinando3, Luigia Simona Sica4
1Cork Institute of Technology, Ireland, [email protected], [email protected] 2Plymouth University, UK
3SynapThink, Italy 4University of Naples, Italy
“This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held
responsible for any use which may be made of the information contained therein.”
Presentation Overview• S-Cube Project Background• Quantitative and Qualitative Research• S-CUBE E-MORPG • S-CUBE/EUTOPIA Software• S-CUBE Software Trials #1• S-CUBE Near Term Developments • Short demo video• Q&A
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S-Cube Project Background
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What is Social Enterprise (SE)
“A social enterprise is an organization that applies business strategies to achieving philanthropic goals”
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S-Cube Introduction • S-Cube is a trans-European Leonardo Transfer
of Innovation project• Led by Plymouth University• Partners: Naples University Federico II – Italy; CIT-
Ireland; GePros – Germany• €265,000 grant for 2 year project
• Project aim: On-Line Role Play Training• Develop an On-line role play training experience to
enhance soft skills for staff at Social Enterprises (SEs)• e.g. effective communication, leadership, negotiation,
decision making, etc.
S-Cube E-MORPG in Action
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Quantitative and Qualitative Research Conducted
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1A1B
TNA Outcomes (2/3)
As produced by partners - P. Walsh (CIT) & D. O'Byrne (University College, Cork)
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Perceived Capability
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TNA Outcomes• Training scenarios can reflect real life
workplace situations– Application of soft skills can help to deliver
superior outcomes• The expected result of this on-line training
intervention– Enhanced retention of know-how – Leading to the transfer of SS developed on-line
to real workplace situations
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Wider Applications of S-Cube• S-Cube deliverables will be a reusable on-line
training product– Sustainable–Adaptable– Engaging–Training or education applications
• Technology can easily be adapted to non-SE applications (Corporate, Education, Schools).
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IMPO
RTANCE
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ACTUAL
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IMPO
RTANCE
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ACTUAL
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Communication skills: IMPORTANCE @ SEs
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Soft skills training: IMPORTANCE @ SEs
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Role play learning: IMPORTANCE @ SEs
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Serious games for learning: BENEFICIAL @ SEs
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Role play learning/training with staff participation: BENEFICIAL @ SEs
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Training & Learning Delivery
S-Cube E-MORPG
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S-Cube Trainer/Master• Engage Options: – Take the role of one of the characters– Act as an invisible stage director• Invisibly observe player interactions;• Access players' “private characteristics”; • Listen to private messages (“whispers”) between
players;• Broadcast messages visible to all players;• Exchange private messages with a specific user;• Activate events, changing the course of the
simulation.32
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Trainer/Master Control
Record Session
RPSEvents
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Event Documents Pre-Designed
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S-Cube Editor
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RPS Creation Editor
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Avatar Creation Editor
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Character Creation Editor
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RPS Events Editor
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Sample Event – New Avatar
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RPS Survey Creation Editor
S-Cube/EUTOPIA Software
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EUTOPIA Background• Psychodrama from the real world to a virtual
3D world – Sica, L.S., Delli Veneri, A., Miglino, O. (2012). Exploring New Technological Tools
for Education: Some Prototypes and Their Pragmatical Classification. In Pontes, E., Silva, A., Guelfi, A., Takeo Kofuji, S. (eds.) Methodologies, Tools and New Developments for ELearning, pp. 107-128, InTech Press.
• Research developed by Natural and Artificial Cognition Laboratory – (SISINE; Miglino et al., 2007)– http://www.nac.unina.it/nac/
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EUTOPIA/S-Cube• EUTOPIA/S-Cube: –Trainer can set up unique games – Intervene during a game–Record specific phases of a game –Annotate recordings and discuss
• Game development process: – Select 3D scenarios–Create personae • (Personality, Affect, Goals, Avatar)
–Assign each player 44
S-Cube Software Trials #1
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S-Cube Trials Phase #1
• Trials of S-Cube: Germany, Ireland, UK • SE related organisations • General software usability trials• Focus on rapid uptake of the game by novice
users • Qualitative Feedback
• Emotions • Gestures
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Qualitative Feedback - Emotions
Emotion Features - Facial Expressions:
Difficulty in seeing facial expressions Hard to gauge feelings More focus on graphics for facial expressions Limited moods in avatar faces
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Qualitative Feedback - EmotionsEmotion Features – Range & Interface
Additional types of moods Create more positive emotion expressions
Reacted more to text than visuals of moods and gestures
Takes time to easily use moods
Text indicators of mood status required
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Qualitative Feedback - Gestures
Gesture Features:
Not easy to use the gestures Typing and introducing gestures at same
time very difficult Introduce an avatar handshake gesture
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S-Cube Development Futures
• New updates of the software June 2013– Trial #1 feedback is being incorporated
• S-CUBE and Affective Computing – Integration of wearable and non-wearable sensors– Real-time emotion tracking agent– Real-time gesture tracking agent– Evaluation of highly charged emotional scenarios– On-board soft-skills intelligence on dealing with
emotional situations– Emotion prompts and direction to users
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Next Developments
• Call for action: – CIT is building consortia for EU funded projects
relating to:• Affective Computing, • Brain Machine Interfaces, • Recent announced Human Brain Project (HBP).
• Contacts: Dr. Paul Walsh, Alfie Keary
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S-Cube Demo
• Demo of S-Cube in action • YouTube video:
http://youtu.be/Msg4VbtuZho
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Thank you Alfie Keary
Call to Users/Educators Please try out S-Cube:
http://www.s-cubeproject.eu/