scholarly journals Flash Flood!: a SeriousGeoGames activity combining science festivals, video games, and virtual reality with research data for communicating flood risk and geomorphology

2020 ◽  
Vol 3 (1) ◽  
pp. 1-17
Author(s):  
Chris Skinner

Abstract. The risk of flooding around the world is large and increasing, yet in many areas there is still a difficulty in engaging the public with their own flood risk. Geomorphology is a science that is linked to flooding and can exacerbate risks, but awareness of the science with the public is low and declining within academia. To increase awareness, it is important to engage the public directly with the science and those who are working to reduce flood risks – this starts by inspiring people to seek out further information through positive experiences of the science and researchers. Here, a new design model is presented to engage the public with specific research projects by using useful components offered by the popular mediums of games, virtual reality (VR), and science festivals to allow the public to get “hands on” with research data and models: SeriousGeoGames. A SeriousGeoGames activity, Flash Flood!, was developed around real geomorphology survey data to help engage the public with a flood-risk-related research project by placing them in a river valley as it undergoes a geomorphically active flooding from an intense rainfall event. Flash Flood! was exhibited at two science-focussed events, and formal evaluation was captured using a short questionnaire, finding that the majority of audience had a positive interaction (95.1 %) and wanted to know more about flooding (68.0 %) and geomorphology (60.1 %). It is hoped these interactions will increase the likelihood that future engagements with relevant agencies will be more fruitful, especially when it matters most.

2019 ◽  
Author(s):  
Chris Skinner

Abstract. The risk of flooding around the world is large and increasing yet in many areas there is still a difficulty in engaging the public with their own flood risk. Geomorphology is a science which is linked to flooding and can exacerbate risks but awareness of the science with the public is low, and declining within academia. To increase awareness it is important to engage the public directly with the science and those who are working to reduce flood risks – this starts by inspiring people to seek out further information through positive experiences of the science and researchers. Here, a new framework is presented to engage the public with specific research projects by using the best components offered by the popular mediums of games, virtual reality, and science festivals, to allow the public to get hands on with research data and models – SeriousGeoGames. A SeriousGeoGame, Flash Flood!, was developed around real geomorphology survey data to help engage the public with a flood risk related research project by placing them in a river valley as it undergoes a geomorphically-active flooding from intense rainfall event. Flash Flood! was exhibited at science festivals and similar events in the UK by scientists on the project, and supported with online content including videos. Through event feedback it was shown to create positive experiences for participants and inspired curiosity as seen through online analytics. This is hoped to inspire more fruitful engagements with relevant agencies in the future when it matters most.


2017 ◽  
Author(s):  
Daniel W. Zietlow ◽  
◽  
Beth Bartel ◽  
Shelley E. Olds

Author(s):  
Bruno Della Mea GASPERIN ◽  
Thamyres ZANIRATI ◽  
Leandro Totti Cavazzola

ABSTRACT Background: The increasingly intense usage of technology applied to videosurgery and the advent of robotic platforms accelerated the use of virtual models in training surgical skills. Aim: To evaluate the performance of a general surgery department’s residents in a video-simulated laparoscopic cholecystectomy in order to understand whether training with virtual reality is sufficient to provide the skills that are normally acquired in hands-on experience at the operating room. Methods: An observational study with twenty-five first- and second-year general surgery residents. Each subject performed three video-laparoscopic cholecystectomies under supervision in a simulator. Only the best performance was evaluated in the study. Total number of complications and total procedure time were evaluated independently. The groups were defined according to total practice time (G1 and G2) and the year of residency (R1 and R2), each being analysed separately. Results: Twenty-one residents finished the three practices, with four follow-up losses. Mean practice time was 33.5 hours. Lowering of the rate of lesions in important structures could be identified after a level of proficiency of 60%, which all participants obtained regardless of previous in vivo experience. No significant difference between the R1 and R2 groups was observed. Conclusion: Learning in groups R1 and R2 was equal, regardless of whether previous practice was predominantly in vivo (R2) or with virtual reality (R1). Therefore, it is possible to consider that skills obtained in virtual reality training are capable of equalising the proficiency of first- and second-year residents, being invaluable to increase patient safety and homogenise learning of basic surgical procedures.


2020 ◽  
Vol 162 (6) ◽  
pp. 922-925 ◽  
Author(s):  
Samuel R. Barber ◽  
Saurabh Jain ◽  
Michael A. Mooney ◽  
Kaith K. Almefty ◽  
Michael T. Lawton ◽  
...  

Mastery of lateral skull base (LSB) surgery requires thorough knowledge of complex, 3-dimensional (3D) microanatomy and techniques. While supervised operation under binocular microscopy remains the training gold standard, concerns over operative time and patient safety often limit novice surgeons’ stereoscopic exposure. Furthermore, most alternative educational resources cannot meet this need. Here we present proof of concept for a tool that combines 3D-operative video with an interactive, stereotactic teaching environment. Stereoscopic video was recorded with a microscope during translabyrinthine approaches for vestibular schwannoma. Digital imaging and communications in medicine (DICOM) temporal bone computed tomography images were segmented using 3D-Slicer. Files were rendered using a game engine software built for desktop virtual reality. The resulting simulation was an interactive immersion combining a 3D operative perspective from the lead surgeon’s chair with virtual reality temporal bone models capable of hands-on manipulation, label toggling, and transparency modification. This novel tool may alter LSB training paradigms.


2021 ◽  
Vol 20 (04) ◽  
pp. N01
Author(s):  
Elizabeth Kunz Kollmann ◽  
Marta Beyer ◽  
Emily Howell ◽  
Allison Anderson ◽  
Owen Weitzman ◽  
...  

As several recent National Academies of Sciences reports have highlighted, greater science communication research is needed on 1) communicating chemistry, and 2) building research-practice partnerships to advance communication across science issues. Here we report our insights in both areas, gathered from a multi-year collaboration to advance our understanding of how to communicate about chemistry with the public. Researchers and practitioners from science museums across the U.S. partnered with academic social scientists in science communication to develop and conduct multi-strand data collections on chemistry communication and informal education. Our focus was on increasing interest in, the perceived relevance of, and self-efficacy concerning chemistry through hands-on activities and connecting chemistry to broader themes concerning everyday life and societal impacts. We outline challenges and benefits of the project that future collaborations can gain from and illustrate how our strands of work complemented each other to create a more complete picture of public perceptions of chemistry.


2021 ◽  
Author(s):  
◽  
Vladimir Samoylov

<p>This study examines and critiques New Zealand intellectual property protection for industrial designs, taking into account that many New Zealand industrial design owners outsource manufacture of their designs to China.   Industrial design, which refers to improving the aesthetics of products to increase their marketability, is evolving conceptually and practically. In New Zealand, copyright and registered design laws each protect, respectively, the visual expression and the “eye appeal” of an original design. As design practices evolve with advances in technology however, it is increasingly evident that industrial design is about more than just visual expression or “eye appeal”. Many designers are not focusing solely on product stylisation and decoration, but on the provision of a more holistic product experience for the consumer.  The development process of industrial designs from concept to marketable product is also changing, with many New Zealand industrial design owners employing increasingly efficient design development strategies. The fast-paced, cost-effective infrastructure of China is often utilised by New Zealand businesses for the manufacture of industrial designs.   This study therefore sought to determine how to appropriately protect New Zealand industrial designs, in light of: a. foreseeable advances in technology; and  b. the fact that many New Zealand industrial designs are manufactured in China.   To answer these questions, this study examined and analysed New Zealand’s copyright and registered design laws, taking into account not only existing protections, but also factors that are likely to be of significant relevance in the future, such as the impact on industrial design from developments in 3D printing and virtual reality.   The Chinese intellectual property regime for industrial designs was also examined because China is a major trading partner and often, as noted, the locus of manufacture.   The study included an empirical investigation, in the form of interviews with designers and design academics as well as legal practitioners specialising in intellectual property law. The input of the interviewees, together with the legal analysis, informed a series of suggestions and recommendations for New Zealand policy and its law-makers regarding how industrial design protection can be improved.  A key finding of this study was that existing legal protections do not appropriately protect increasingly holistic designs, as well as new types of designs emerging from developing fields such as virtual reality. In assessing the appropriateness of protection, the interests of industrial design owners were balanced against the public interest in protecting the public domain. It is suggested that to achieve equilibrium copyright law should be expanded to protect design expressions for all senses. Moreover, new categories of copyright protected works should be introduced to accommodate emerging design. The definition of design in registered design law should also be reconceptualised in order to acknowledge new types of designs and evolving design practices.  Industrial design owners who outsource manufacturing to China can protect their designs via copyright as well as design patent. However, enforcement of intellectual property protection is unsatisfactory in many areas of China. Therefore, New Zealand industrial design owners should also employ non-legal protection strategies. Interviews with successful businesses, in the course of the empirical investigation for this study, revealed that the leveraging of existing relationships of those with already established operations in China, and intentionally splitting an industrial design’s component parts for manufacture among several factories in different locations, are useful strategies to employ.</p>


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