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Roungas, B., Álvarez, L. & Meijer, S. (2022). Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management. In: ISAGA 2021: Gaming, Simulation and Innovations: Challenges and Opportunities: . Paper presented at International Simulation and Gaming Association Conference, Lecture Notes in Computer Science 6 September 2021 through 10 September 2021 (pp. 288-296). Springer Science and Business Media Deutschland GmbH
Open this publication in new window or tab >>Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management
2022 (English)In: ISAGA 2021: Gaming, Simulation and Innovations: Challenges and Opportunities, Springer Science and Business Media Deutschland GmbH , 2022, p. 288-296Conference paper, Published paper (Refereed)
Abstract [en]

The EU Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Technological change in ATM has historically developed at a slow pace. An agent-based model (ABM) of the ATM technology deployment cycle has been developed. This ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. In this paper, a participatory simulation framework validating this ABM is proposed. The aim of the framework is to be able to provide evidence for validation both in an agent level as well as in a system level.

Place, publisher, year, edition, pages
Springer Science and Business Media Deutschland GmbH, 2022
Series
Lecture Notes in Computer Science ; 13219
Keywords
Belief-Desire-Intent architecture, Knowledge validation, Modeling assumptions, Technological upgrade, Tweaking, Advanced traffic management systems, Air traffic control, Autonomous agents, Aviation, Internet protocols, Simulation platform, Agent-based model, Air Traffic Management, Model assumptions, Model validation, Participatory simulations, Simulation framework, Computational methods
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-326804 (URN)10.1007/978-3-031-09959-5_24 (DOI)2-s2.0-85135878768 (Scopus ID)
Conference
International Simulation and Gaming Association Conference, Lecture Notes in Computer Science 6 September 2021 through 10 September 2021
Note

QC 20230515

Available from: 2023-05-15 Created: 2023-05-15 Last updated: 2023-05-15Bibliographically approved
Roungas, B. (2021). A Game Design Framework for Alleviating Negative Emotions of Cancer Patients. In: SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health: . Paper presented at 9th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2021, 4 August 2021 through 6 August 2021, online event. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>A Game Design Framework for Alleviating Negative Emotions of Cancer Patients
2021 (English)In: SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health, Institute of Electrical and Electronics Engineers (IEEE) , 2021Conference paper, Published paper (Refereed)
Abstract [en]

Cancer has been, and still is, one of the most widespread diseases of the last decades, the predominant cause of death in people under the age of 65 in the European Union, and the reason for people to feel fear, shame, loneliness, to name only but a few emotions. The application of games in healthcare offers i) high levels of immersion, ii) increased motivation, especially from younger people, and iii) the ability to build environments providing an experience that is impossible to have in real-life. The aim of this paper is to propose a comprehensive game design framework based on two pillars: 1. a methodology for designing games specifically targeted at alleviating negative emotions in cancer patients, and 2. a methodology for choosing the technology with which the game will be implemented.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2021
Keywords
Client-server systems, Emotion recognition, Virtual reality, Design, Diseases, Built environment, Cancer patients, Causes of death, Design frameworks, European union, Game design, Young peoples
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-312334 (URN)10.1109/SEGAH52098.2021.9551911 (DOI)2-s2.0-85117403241 (Scopus ID)
Conference
9th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2021, 4 August 2021 through 6 August 2021, online event
Note

QC 20220525

Part of proceedings ISBN 9781665426497

Available from: 2022-05-25 Created: 2022-05-25 Last updated: 2022-06-25Bibliographically approved
Roungas, B., Herrero Álvarez, L. & Meijer, S. (2021). A Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management. In: : . Paper presented at International Simulation and Gaming Association Conference.
Open this publication in new window or tab >>A Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management
2021 (English)Conference paper, Published paper (Refereed)
Abstract [en]

The European Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Nevertheless, technological change in ATM has historically developed at a slow pace. As a result, an agent-based model (ABM) of the ATM technology deployment cycle has been developed. This ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. In this paper, a participatory simulation framework validating this ABM is proposed. The aim of the framework is to be able to provide evidences with regards to validation both in an agent as well as in a system level.

Keywords
agent-based modelling, validation, participatory simulation, air traffic management
National Category
Interaction Technologies
Identifiers
urn:nbn:se:kth:diva-298880 (URN)
Conference
International Simulation and Gaming Association Conference
Note

QC 20210810

Available from: 2021-07-21 Created: 2021-07-21 Last updated: 2022-06-25Bibliographically approved
Roungas, B., Dahlberg, H., Broman, E., Lundström, F. & Meijer, S. (2021). An Auction Game for Railway Capacity Allocation. In: : . Paper presented at International Simulation and Gaming Association Conference.
Open this publication in new window or tab >>An Auction Game for Railway Capacity Allocation
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2021 (English)Conference paper, Published paper (Refereed)
Abstract [en]

The deregulation of railway systems across western countries have brought the subject of pricing railway slots to the surface. The majority of the infrastructure remains under the ownership and supervision of governments, which in turn further complicates the pricing of slots, since profit does not become the sole aim. This paper proposes an auction model for pricing railway slots aimed at been applied in the Swedish railways. Moreover, in this paper, a game built on top of the auction model is presented as an interface that would enable testing the auction model with railway operators.

Keywords
auctions, railways, web technologies
National Category
Interaction Technologies
Identifiers
urn:nbn:se:kth:diva-298881 (URN)
Conference
International Simulation and Gaming Association Conference
Note

QC 20210810

Available from: 2021-07-21 Created: 2021-07-21 Last updated: 2022-06-25Bibliographically approved
Roungas, B., Miguel, B., Ros, O.-C. G., Alcolea, R., Herranz, R. & Raghothama, J. (2021). Technology Adoption in Air Traffic Management: A Combination of Agent-Based Modeling with Behavioral Economics. In: Proceedings of the 2021 Winter Simulation Conference: . Paper presented at 2021 Winter Simulation Conference.
Open this publication in new window or tab >>Technology Adoption in Air Traffic Management: A Combination of Agent-Based Modeling with Behavioral Economics
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2021 (English)In: Proceedings of the 2021 Winter Simulation Conference, 2021Conference paper, Published paper (Refereed)
Abstract [en]

The European Air Traffic Management (ATM) system is responsible for the safe and timely transportation of more than a billion passengers annually. It is a system that depends heavily on technology and is expected to stay on top of the technological advancements and be an early adopter of technologies. Nevertheless, technological change in ATM has historically developed at a slow pace. In this paper, an agent-based model (ABM) of the ATM technology deployment cycle is proposed. The proposed ABM is part of a larger project, which intends to recommend new policy measures for overcoming any barriers associated with technology adoption in ATM. It is a novel and one of the first approaches aiming at simulating the adoption of technology in ATM that combines the organizational point of view, i.e. stakeholders’ level, the focus on policy testing and the inclusion of behavioral economics aspects.

National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-297565 (URN)10.1109/WSC52266.2021.9715519 (DOI)2-s2.0-85126116148 (Scopus ID)
Conference
2021 Winter Simulation Conference
Note

QC 20210618

Available from: 2021-06-17 Created: 2021-06-17 Last updated: 2022-08-19Bibliographically approved
Roungas, B., Meijer, S. & Verbraeck, A. (2021). The Tacit Knowledge in Games: From Validation to Debriefing. In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): . Paper presented at 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw,26 August- 30 August 2019 (pp. 74-83). Springer Nature
Open this publication in new window or tab >>The Tacit Knowledge in Games: From Validation to Debriefing
2021 (English)In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Nature , 2021, p. 74-83Conference paper, Published paper (Refereed)
Abstract [en]

Game sessions consist of three phases: briefing, gameplay, and debriefing, with the latter being considered the most important feature of games. Nevertheless, given that games are considered by many to be more of an artistic form rather than a scientific artifact, a question that rises is: Can game sessions in general and debriefing in particular be analyzed and performed in a rigorous scientific way? In other words, can they be consistently structured, given the different characteristics of games, and can clear criteria on what would constitute a successful game session and debriefing be defined? The answer to these questions is yes. Yet, it remains a challenge to extract the knowledge of experts, which resides to a large extent in the tacit knowledge spectrum. Hence, the aim of this paper is to shed some light in this tacit knowledge possessed by experts and to gain understanding on why certain practices are more prone to success than others as well as bring into the surface other practices that have remained well hidden. In order to accomplish this goal, three rounds of interviews were conducted.

Place, publisher, year, edition, pages
Springer Nature, 2021
Keywords
Debriefing, Game sessions, Game validation, Gaming simulation, Computer science, Computers, Gameplay, Important features, Tacit knowledge, Three phasis, Artificial intelligence
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-309679 (URN)10.1007/978-3-030-72132-9_7 (DOI)2-s2.0-85107284168 (Scopus ID)
Conference
50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw,26 August- 30 August 2019
Note

Part of proceedings: ISBN 978-3-030-72131-2

QC 20220316

Available from: 2022-03-16 Created: 2022-03-16 Last updated: 2023-01-18Bibliographically approved
Roungas, B., Bekius, F., Verbraeck, A. & Meijer, S. (2020). Improving the decision-making qualities of gaming simulations. Journal of Simulation
Open this publication in new window or tab >>Improving the decision-making qualities of gaming simulations
2020 (English)In: Journal of Simulation, ISSN 1747-7778, E-ISSN 1747-7786Article in journal (Refereed) Published
Abstract [en]

Gaming simulations (games) for policy and decision making have been the neglected “sibling” of educational and training games. The latter have experienced a widespread usage by practitioners and researchers, while the former have had limited, yet slowly increasing, adoption by organisations. As a result, various issues developing and using these games remain unaddressed. This includes the design of games, their validation, the actual game sessions, and applying the resulting knowledge from games in organisations. In this paper, solutions for issues identified in these four areas of gaming simulations are proposed. Solutions vary from purely analytical to purely social, stressing the interdisciplinary approach required to tackle the issues associated with them. The result consists of several theoretical and practical contributions as well as philosophical considerations regarding games for policy and decision making.

Place, publisher, year, edition, pages
Taylor and Francis Ltd., 2020
Keywords
complexity, debriefing, decision making, game theory, Gaming simulations, knowledge management, validation, Decision theory, Philosophical aspects, Gaming simulation
National Category
Other Natural Sciences
Identifiers
urn:nbn:se:kth:diva-274318 (URN)10.1080/17477778.2020.1726218 (DOI)000514413600001 ()2-s2.0-85079703446 (Scopus ID)
Note

QC 20200701

Available from: 2020-07-01 Created: 2020-07-01 Last updated: 2024-01-10Bibliographically approved
Roungas, B. & Meijer, S. (2020). Towards the Management and Dissemination of Knowledge from Gaming Simulations. In: JCSG 2020: Serious Games: . Paper presented at Joint International Conference on Serious Games, 19 November 2020 through 20 November 2020 (pp. 276-288). Springer Science and Business Media Deutschland GmbH
Open this publication in new window or tab >>Towards the Management and Dissemination of Knowledge from Gaming Simulations
2020 (English)In: JCSG 2020: Serious Games, Springer Science and Business Media Deutschland GmbH , 2020, p. 276-288Conference paper, Published paper (Refereed)
Abstract [en]

Nowadays, gaming simulations (games) are used for various different purposes and generate a wealth of knowledge. Yet, there is still lack of research on whether, and if so how, these games can be used by researchers and practitioners to build evidences on systems’ behavior within a larger scheme and/or manage and exploit the knowledge produced by and in these games. This article proposes a knowledge management framework, which aims at enabling the development of a knowledge management system that can store, index, and disseminate the knowledge produced by and in games in an appropriate way. The proposed framework is built on the basis of several factors, like the type of knowledge and the prospective users, and is then validated with three case studies from the Dutch railway sector. Through the case studies, the proposed framework appears to be able to help the management and dissemination of knowledge derived from games. The framework is a proof of concept on the feasibility of developing a knowledge management system module for games.

Place, publisher, year, edition, pages
Springer Science and Business Media Deutschland GmbH, 2020
Series
Lecture Notes in Computer Science book series ; 12434
Keywords
Debriefing, Explicit knowledge, Game requirements, Gaming simulations, Implicit knowledge, Knowledge elicitation, Knowledge management system, Tacit knowledge, Knowledge based systems, Knowledge management, Case-studies, Gaming simulation, Knowledge management framework, Proof of concept, Serious games
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-290845 (URN)10.1007/978-3-030-61814-8_21 (DOI)000771396200021 ()2-s2.0-85096489560 (Scopus ID)
Conference
Joint International Conference on Serious Games, 19 November 2020 through 20 November 2020
Note

QC 20230328

Available from: 2021-03-23 Created: 2021-03-23 Last updated: 2023-03-28Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-1457-8263

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