Evaluation of Serious Games in Mobile Platforms with QEF: QEF (Quantitative Evaluation Framework)

Author(s):  
Paula Escudeiro ◽  
Nuno Escudeiro
Author(s):  
Zhao Wan ◽  
Zhang Yongling ◽  
Cao Junjie

Quantitative evaluation of nuclear reactors decommissioning are difficult because the identification of appropriate quantification methodologies and evaluation procedures is still ongoing. We developed an evaluation framework consisting of 20 indicators derived from the 6 criteria, which could holistically and structurally evaluate nuclear reactors decommissioning. We chose a real decommissioning project in China as a case study. The results demonstrated that the analytic hierarchy process (AHP) was capable of nuclear reactors decommissioning evaluation.


2017 ◽  
Vol 2017 ◽  
pp. 1-8
Author(s):  
Rui Li ◽  
Zili Zhou ◽  
Yansong Cheng ◽  
Jianqiang Wang

ATC (air traffic control) automation system is a complex system, which helps maintain the air traffic order, guarantee the flight interval, and prevent aircraft collision. It is essential to ensure the safety of air traffic. Failure effects evaluation is an important part of ATC automation system reliability engineering. The failure effects evaluation of ATC automation system is aimed at the effects of modules or components which affect the performance and functionality of the system. By analyzing and evaluating the failure modes and their causes and effects, some reasonable improvement measures and preventive maintenance plans can be established. In this paper, the failure effects evaluation framework considering performance and functionality of the system is established on the basis of reliability theory. Some algorithms for the quantitative evaluation of failure effects on performance of ATC automation system are proposed. According to the algorithms, the quantitative evaluation of reliability, availability, maintainability, and other assessment indicators can be calculated.


Author(s):  
Sathya Bursic ◽  
Alessandro D'Amelio ◽  
Marco Granato ◽  
Giuliano Grossi ◽  
Raffaella Lanzarotti

Author(s):  
Sylvie Barma ◽  
Sylvie Daniel ◽  
Nathalie Bacon ◽  
Marie-Andrée Gingras ◽  
Mathieu Fortin

This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching practice involving a serious game based on an interactive augmented reality solution would impact on students in a physics class. A Design Based Research methodology was applied in a real‑world context within a college‑level physics class. Two conceptual tests containing ten questions on spatial notions regarding electromagnetic fields were administered to two control groups and two groups using the proposed serious game. The latter groups were administrated a game evaluation questionnaire as well. Thematic interpretation of students written responses to the evaluation questionnaire as well as the lessons and observations we derived from the in-class experimentation are provided and discussed in the paper.


2021 ◽  
Vol 11 (24) ◽  
pp. 11633
Author(s):  
Cristina Rebollo ◽  
Cristina Gasch ◽  
Inmaculada Remolar ◽  
Daniel Delgado

Any citizen can be involved in a situation that requires basic first aid knowledge. For this reason, it is important to be trained in this kind of activity. Serious games have been presented as a good option to integrate entertainment into the coaching process. This work presents a video game for mobile platforms which facilitate the formation and training in the PWA (Protect, Warn, Aid) first aid protocol. Users have to overcome a series of challenges to bring theoretical concepts closer to practice. To easily change the point of view of the game play, Augmented Reality technology has been used. In order to make each game looks different, neural networks have been implemented to perform the behavior of the Non-Playable Characters autonomous. Finally, in order to evaluate the quality and playability of the application, as well as the motivation and learning of content, several experiments were carried out with a sample of 50 people aged between 18 and 26. The obtained results confirm the playability and attractiveness of the video game, the increase of interest in learning first aid, as well as the greater fixation of the different concepts dealt with in the video game. The results support that this application facilitates and improves the learning of first aid protocols, making it more enjoyable, attractive, and practical.


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