Loading…

Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study

Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional traini...

Full description

Saved in:
Bibliographic Details
Published in:arXiv.org 2018-02
Main Authors: Ruggiero Lovreglio, Gonzalez, Vicente, Feng, Zhenan, Amor, Robert, Spearpoint, Michael, Thomas, Jared, Trotter, Margaret, Sacks, Rafael
Format: Article
Language:English
Subjects:
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by
cites
container_end_page
container_issue
container_start_page
container_title arXiv.org
container_volume
creator Ruggiero Lovreglio
Gonzalez, Vicente
Feng, Zhenan
Amor, Robert
Spearpoint, Michael
Thomas, Jared
Trotter, Margaret
Sacks, Rafael
description Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.
format article
fullrecord <record><control><sourceid>proquest</sourceid><recordid>TN_cdi_proquest_journals_2071653066</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2071653066</sourcerecordid><originalsourceid>FETCH-proquest_journals_20716530663</originalsourceid><addsrcrecordid>eNqNjMFqAjEQQEOhoLT-w0DPQky6q3iri61H0cWrDN1Ro3GzzmQO-_dV6Ad4eof3eC9m6LyfjGefzg3MSORsrXXl1BWFHxpdc8op911oj7ALnBUjbAhjyD1siUNSgR-8ksAhMSw0xOaRLpHz6aZ4IVgzdcjUtCQyh_pE8KW_l4htA9XjskrShXzfVigE26xN_25eDxiFRv98Mx_fy7pajTtONyXJ-3NSbu9q7-x0UhbelqV_rvoDnWhMpQ</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2071653066</pqid></control><display><type>article</type><title>Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study</title><source>Publicly Available Content Database</source><creator>Ruggiero Lovreglio ; Gonzalez, Vicente ; Feng, Zhenan ; Amor, Robert ; Spearpoint, Michael ; Thomas, Jared ; Trotter, Margaret ; Sacks, Rafael</creator><creatorcontrib>Ruggiero Lovreglio ; Gonzalez, Vicente ; Feng, Zhenan ; Amor, Robert ; Spearpoint, Michael ; Thomas, Jared ; Trotter, Margaret ; Sacks, Rafael</creatorcontrib><description>Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.</description><identifier>EISSN: 2331-8422</identifier><language>eng</language><publisher>Ithaca: Cornell University Library, arXiv.org</publisher><subject>Disaster management ; Earthquake damage ; Earthquakes ; Emergency management ; Emergency preparedness ; Evacuation ; Games ; Injury prevention ; Prototyping ; Public buildings ; Training ; Virtual reality</subject><ispartof>arXiv.org, 2018-02</ispartof><rights>2018. This work is published under http://arxiv.org/licenses/nonexclusive-distrib/1.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.proquest.com/docview/2071653066?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>776,780,25732,36991,44569</link.rule.ids></links><search><creatorcontrib>Ruggiero Lovreglio</creatorcontrib><creatorcontrib>Gonzalez, Vicente</creatorcontrib><creatorcontrib>Feng, Zhenan</creatorcontrib><creatorcontrib>Amor, Robert</creatorcontrib><creatorcontrib>Spearpoint, Michael</creatorcontrib><creatorcontrib>Thomas, Jared</creatorcontrib><creatorcontrib>Trotter, Margaret</creatorcontrib><creatorcontrib>Sacks, Rafael</creatorcontrib><title>Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study</title><title>arXiv.org</title><description>Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.</description><subject>Disaster management</subject><subject>Earthquake damage</subject><subject>Earthquakes</subject><subject>Emergency management</subject><subject>Emergency preparedness</subject><subject>Evacuation</subject><subject>Games</subject><subject>Injury prevention</subject><subject>Prototyping</subject><subject>Public buildings</subject><subject>Training</subject><subject>Virtual reality</subject><issn>2331-8422</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>PIMPY</sourceid><recordid>eNqNjMFqAjEQQEOhoLT-w0DPQky6q3iri61H0cWrDN1Ro3GzzmQO-_dV6Ad4eof3eC9m6LyfjGefzg3MSORsrXXl1BWFHxpdc8op911oj7ALnBUjbAhjyD1siUNSgR-8ksAhMSw0xOaRLpHz6aZ4IVgzdcjUtCQyh_pE8KW_l4htA9XjskrShXzfVigE26xN_25eDxiFRv98Mx_fy7pajTtONyXJ-3NSbu9q7-x0UhbelqV_rvoDnWhMpQ</recordid><startdate>20180226</startdate><enddate>20180226</enddate><creator>Ruggiero Lovreglio</creator><creator>Gonzalez, Vicente</creator><creator>Feng, Zhenan</creator><creator>Amor, Robert</creator><creator>Spearpoint, Michael</creator><creator>Thomas, Jared</creator><creator>Trotter, Margaret</creator><creator>Sacks, Rafael</creator><general>Cornell University Library, arXiv.org</general><scope>8FE</scope><scope>8FG</scope><scope>ABJCF</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>HCIFZ</scope><scope>L6V</scope><scope>M7S</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PTHSS</scope></search><sort><creationdate>20180226</creationdate><title>Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study</title><author>Ruggiero Lovreglio ; Gonzalez, Vicente ; Feng, Zhenan ; Amor, Robert ; Spearpoint, Michael ; Thomas, Jared ; Trotter, Margaret ; Sacks, Rafael</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-proquest_journals_20716530663</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Disaster management</topic><topic>Earthquake damage</topic><topic>Earthquakes</topic><topic>Emergency management</topic><topic>Emergency preparedness</topic><topic>Evacuation</topic><topic>Games</topic><topic>Injury prevention</topic><topic>Prototyping</topic><topic>Public buildings</topic><topic>Training</topic><topic>Virtual reality</topic><toplevel>online_resources</toplevel><creatorcontrib>Ruggiero Lovreglio</creatorcontrib><creatorcontrib>Gonzalez, Vicente</creatorcontrib><creatorcontrib>Feng, Zhenan</creatorcontrib><creatorcontrib>Amor, Robert</creatorcontrib><creatorcontrib>Spearpoint, Michael</creatorcontrib><creatorcontrib>Thomas, Jared</creatorcontrib><creatorcontrib>Trotter, Margaret</creatorcontrib><creatorcontrib>Sacks, Rafael</creatorcontrib><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Materials Science &amp; Engineering Collection</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Engineering Collection</collection><collection>ProQuest Engineering Database</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>Engineering collection</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ruggiero Lovreglio</au><au>Gonzalez, Vicente</au><au>Feng, Zhenan</au><au>Amor, Robert</au><au>Spearpoint, Michael</au><au>Thomas, Jared</au><au>Trotter, Margaret</au><au>Sacks, Rafael</au><format>book</format><genre>document</genre><ristype>GEN</ristype><atitle>Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study</atitle><jtitle>arXiv.org</jtitle><date>2018-02-26</date><risdate>2018</risdate><eissn>2331-8422</eissn><abstract>Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.</abstract><cop>Ithaca</cop><pub>Cornell University Library, arXiv.org</pub><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier EISSN: 2331-8422
ispartof arXiv.org, 2018-02
issn 2331-8422
language eng
recordid cdi_proquest_journals_2071653066
source Publicly Available Content Database
subjects Disaster management
Earthquake damage
Earthquakes
Emergency management
Emergency preparedness
Evacuation
Games
Injury prevention
Prototyping
Public buildings
Training
Virtual reality
title Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-24T23%3A21%3A55IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=document&rft.atitle=Prototyping%20Virtual%20Reality%20Serious%20Games%20for%20Building%20Earthquake%20Preparedness:%20The%20Auckland%20City%20Hospital%20Case%20Study&rft.jtitle=arXiv.org&rft.au=Ruggiero%20Lovreglio&rft.date=2018-02-26&rft.eissn=2331-8422&rft_id=info:doi/&rft_dat=%3Cproquest%3E2071653066%3C/proquest%3E%3Cgrp_id%3Ecdi_FETCH-proquest_journals_20716530663%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2071653066&rft_id=info:pmid/&rfr_iscdi=true