Distributed Asymmetric Simulation — Enhancing Participatory Simulation Using the Concept of Habitus (original) (raw)

Participatory simulation as a tool for agent-based simulation

2009

Abstract: Participatory simulation, as described by Wilensky & Stroup (1999c), is a form of agent-based simulation in which multiple humans control or design individual agents in the simulation. For instance, in a participatory simulation of an ecosystem, fifty participants might each control the intake and output of one agent, such that the food web emerges from the interactions of the human-controlled agents.

From participatory to contributory simulations

Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems - CHI '12, 2012

There is much potential for supporting collaborative learning with interactive computer simulations in formal education and professional training. A number of simulations have been developed for single user and remote interaction. In contrast, our research is concerned with how such learning activities can be designed to fit into colocated large group settings, such as whole classrooms. This paper reports on the iterative design process and two in-thewild evaluations of the 4Decades game, which was developed for a whole classroom of students to engage with a climate simulation. The system allows students to play and change the rules of the simulation, thereby enabling them to be actively engaged at different levels. The notion of Contributory Simulations is proposed as an instructional model that empowers groups to make informed, critical changes to the underlying scientific model. We discuss how large-group collaboration was supported through constraining an ecology of shared devices and public displays.

A user interface to support dialogue and negotiation in participatory simulations

Multi-Agent-Based …, 2009

In this paper, we discuss the process of analysis and design of a user interface to support dialogue and negotiation between players of participatory simulations. The underlying context is an interdisciplinary project, named SimParc [8], about participatory management of protected areas for biodiversity conservation and social inclusion. This project is inspired by the ComMod MAS/RPG approach [6] and by recent proposals for software support for distributed role playing games, such as those by Guyot [14] and by Adamatti [1]. In this paper, we focus on the analysis and design of a user interface to ease and structure dialogue and negotiation between players, using a methodology based on semiotic engineering. Our main objective is to try to find a good balance between the necessary structuring and the spontaneity of dialog and negotiation.

Participatory simulation and learning process: Technology matters!

2016

Participatory modelling (PM) is an approach under constant renewal due to its close link to available technologies and evolution of learning ha bits of citizens. Since the years 2000 many PM research projects leapt into the breach of hybrid simulation to produce new modes of interaction between PM session's participants. This paper reports on the ad vances of participatory simulation (PS) – the branch of PM that focuses on learning by interacting with a collective simulation – on using different projection t echnologies for participants' in terfaces. The use of two types of technologies is analyzed in this paper: ultra-short throw projector an d distribution of simulation interfaces on several terminals. After a brief history of how these techno logies have been used in PS applications since 2000, we conduct a comparative analysis of 5 differ ent PS applications that use at least one of these technologies (ClimFabiam, Kulayinjana, LittoSIM, NewDistrict, ReHab). These applica...

Context's Modeling for Participative Simulation

2006

This paper reviews the interest of using context for participative simulation in virtual environment for training. Our aim is to simulate some cognitive mechanisms in order to obtain credible agent's decision-making. Another interesting aspect is the explanation needed when the learner makes a mistake. We argue, in this article, that context is a good concept to give better explanations. We describe a case-based reasoning architecture using a high level description of context. The situation's context is divided in social, environmental, historical and personal contexts. We introduced a context representation to use with a case-based reasoning system. At last we show an example of an agent decision-making.

Participatory, embodied, multi-agent simulation

Proceedings of the fifth …, 2006

We will demonstrate the integration of a software-based multiagent modeling platform with a participatory simulation environment and real-time control over a physical agent (robot). Both real and virtual participants will be able to act as agents in a simulation that will control a physical agent. The backbone of this demonstration is a widely used, freely available, mature modeling platform known as NetLogo.

Participatory Simulation for Games with a Purpose – A Case Study

GI_Forum, 2017

This article demonstrates the use of participatory simulation (PS) techniques in the context of gaming and behavioural analysis. Typically, PS tools are conceptualized for educational purposes. We extend this traditional framework by developing a multiplayer game with the purpose of investigating behavioural effects of leadership in collective mobility decisions. The game was implemented with the NetLogo extension HubNet. Each participant in the game controlled one agent. The game's goal was to reach predefined destinations via fixed routes and to obtain the maximum score. To reach destinations, players had the choice between the transport modes of bus and car. They obtained points (two points for bus, one for car) for the selection of the mode that was chosen by the minority of participants. Furthermore, a proportion of the players were given allegedly true information about the mobility choice of participants who had real-life leadership positions. The game's outcomes do not reveal substantial influences of leadership on individual mobility decisions. Personal choices depend, rather, on the assessment of other players' behaviour and of local traffic conditions. The study also exposes an important limitation of HubNet that lies in the visualization of information on the HubNet interface.

Collaborative use & design of interactive simulations

Proceedings of the 1999 conference on Computer support for collaborative learning - CSCL '99, 1999

Interactive simulations hold great potential as a communication vehicle capable of improving the usefulness of technology in education. While some benefit can be gained by simply using pre-built simulations, learners benefit most from designing all or at least some aspects of their own simulations. The challenge is to enable this design-as-learning activity without turning students into programmers. A component-based approach cannot only simplify the design of interactive simulations but at the same time serves as collaboration-enabling technology connecting students, teachers, publishers, and researchers. A general framework called the Use & Design Spectrum is introduced to conceptualize collaboration issues of simulation use and design. The AgentSheets simulation-authoring tool is used to provide specific examples of collaborations.

Taking the Patch Perspective: A Comparative Analysis of a Patch Based Participatory Simulation

2019

In this paper we explore the implementations of an activity designed to engage students in an embodied simulation of an artistically expressive Agent-based modeling environment. We compare how two facilitators implemented the same activity, analyzing how they co-developed differing substrates with their students. We argue that instructors facilitated different embodied agent-based perspectives, which led students to develop considerably different conceptualizations of how these agents interact and how to code in this environment.

A two-layer participatory simulation to support a flexible participation of a consultative council

2007

In this methodological paper, we present a project aiming to introd uce computer -based support for participatory manage men t of protected areas, in order to promote biodiversity conservation, social inclusion, and conflict resolution. We focus on the on the commu nication between participants through the decision making process, and in particular on the issue of temporal lapses during simulation sessions. Our first case study, the Tijuca National Park, in Rio de Janeiro (Brazil), reveals the importance of this lapse and the shortcomings of traditional approaches. We propose a two-layer simulation to grab information from participants in order to favor the exchange of information within each layer and between layers. We claim this metho d could be extende d to other parks where the conservation of natural resources is at stake, and to other fields which have to deal with social inclusion, participatory manage ment, conflict resolution, and temporal lapse through the simulation.