Human-Machine-Knowledge Partnerships

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Research Theme

Human-Machine-Knowledge Partnerships

How and to what extent can game-based systems ubiquitously and pervasively capture human and machine knowledge interactions, generate new knowledge and safe mission-critical reuse?

Leader of Human-Machine-Knowledge Partnerships: Dr Theo Lim.

Technology Adoption and Social Change

In the time of rapid technological development, games have become powerful tools to address big societal issues, e.g. to improve refugee integration, promote peace in war-torn zones, fight poverty or build community resilience in rural areas prone to natural hazards. In this theme, we are interested to study how to use games and technology to bring social change and make the society more inclusive. We look at how VR, AR and games can be used to develop awarness about and help integrate people with disabilities, how games and gamification can serve people in more deprived areas in developing countries and how they can improve resilience of communities around the world.

Leader for Technology Adoption and Social Change theme: Prof Kate Sang.

Publications

Cole, D., McNaughton, B. & Hersh, S. (2019). Towards Sustainability - The Circular Economy, Industry 4.0 and the Global, Research, Innovation and Discovery Centre (GRID). Systemist, 40(1), 27-56. Download here.

Shpakova, A., Dörfler, V., & MacBryde, J. (2017). Changing the Game: A Case for Gamifying Knowledge Management. World Journal of Science, Technology and Sustainable Development, 14(2/3), 143–154. https://doi.org/10.1108/WJSTSD-01-2017-0002. Download here.

Shpakova, A., Dörfler, V., & MacBryde, J. (2019). Gamifying the process of innovating. Innovation: Organization & Management. https://doi.org/10.1080/14479338.2019.1642763. Download here.

Butler, S.H. & McKendrick, M. (2013) Human Factors in Risk-Based Ship Design Methodology: Results of Virtual Reality Models Experiments, published on FAROS project website, http://faros-project.eu/pub_docs_1.html.

Shpakova, A., Dörfler, V., & Pyrko, I. (2018). Gamifying knowledge sharing: networks, communities, and emotions. In EGOS 2018: European Group for Organizational Studies, At Tallinn (pp. 1–20). Tallinn. Download here.

Shpakova, A., Mochrie, R. I., & Waite, K. (2019). Transforming community engagement in credit unions: the potential for gamification to enable change. In J. Koivisto & J. Hamari (Eds.), Proceedings of the 3rd International GamiFIN Conference (Vol. 2359, pp. 179–192). Levi, Finland. Download here.

Eco-Literacy

Many game and gamification solutions have been developed to help people build more environmentally sustainable habits, e.g. to use less wated and energy, to choose in favour of public transport or to recycle. In this theme, we are interested how to raise awareness about climate change and help people behave more sustainably with games. We are looking at the ways to help people and organisations improve their understanding of the comlex issue of climate change and its aspects, and develop strategies and solutions of addressing the issue. We are also interested in developing the solutions to help people behave more responsible and sustainably.

Leader of Eco-Literacy theme: Dr David Cole.