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The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
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The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
Aanleiding: Automatisering kan leiden tot beter gebruik van materialen en afval reduceren. Dit brengt verbeteringen met zich mee voor 'people, planet and profit' (PPP) - mensen, het milieu en de winst. Een specifieke vorm van automatisering, de ontwikkeling van zelfrijdende auto's en vrachtauto's, gaat snel. Maar om zelfrijdende voertuigen beschikbaar te maken is er nog veel onderzoek en ontwikkeling nodig op verschillende gebieden. Er zijn nog veel vragen te beantwoorden op het gebied van onder andere truckontwerp, betrouwbare software, aansprakelijkheid, trajectplanning en logistiek. Doelstelling Het doel van het Intralog-project is om voor de maatschappij en de private sector een significante bijdrage te leveren aan de mogelijkheden van zelfrijdende voertuigen in de commerciële transportsector. Het Intralog-project onderzoekt de toegevoegde waarde voor PPP van 'automated guided trucks' (AGT's) aan logistieke operaties bij distributiecentra en interterminal/intermodal traffic hubs. Dit gebeurt in twee stappen: 1) het identificeren van het potentieel met betrekking tot de vraag vanuit de logistieke omgeving; 2. het ontwerpen, realiseren, testen en valideren van mogelijke strategieën voor het implementeren van AGT's in een logistiek scenario. Beoogde resultaten Het concrete resultaat van het project bestaat uit onderzoekstools en hardware- en softwaremodellen voor Intralog. Deze bieden een goede mogelijkheid om de opgedane kennis te verspreiden. De projectdeelnemers zullen bijdragen aan workshops, tentoonstellingen en in Nederland georganiseerde symposia. De onderzoeksresultaten verspreiden ze op conferenties en door middel van publicaties in technische vakbladen. De uiteindelijke Intralog-resultaten worden gepresenteerd op een afsluitend congres. De resultaten zullen worden samengevat in een boekje.
Governments, fishermen, dredgers, nature organizations and researchers see that sand stocks are dwindling worldwide, while more and more sand from the North Sea will be needed to protect our coast against rising sea levels. We also extract a lot of sand in the Netherlands, especially from the North Sea. Every year we extract about 12 to 15 million cubic meters to protect our coast and about 15 million cubic meters as filling sand for roads and residential areas and for concrete and masonry sand. Every year we excavate a piece of seabed with the surface of the Schiermonnikoog island at a depth of about eighty centimeters. But our sand requirement continues to rise. Not only because we want to build more roads, homes and residential areas, but also because rising sea levels mean we need more and more sand for coastal protection. In this project a consortium of 21 partners and stakeholders will develop new knowledge and tools about the effects of sand extraction, with the goal to understand how it may be done sustainably despite the rising need for it. The project is led by Wageningen Marine Research and has been awarded funding under the ‘Onderzoek op Routes door Consortia’ (NWA ORC-call 2020/2021) scheme of the Dutch Research Council (NWO). Breda University of Applied Sciences will contribute with its MSP Challenge Simulation Platform, thereby developing and applying a bespoke sand extraction oriented North Sea edition, in close collaboration with data and simulation providing partners in the project.