WP8 Support and Services

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Dec 4, 2013 (3 years and 6 months ago)

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BREMEN

September 19
-
21, 2011

European Commission Information Society and Media

GaLA

Game and Learning Alliance

The European Network of Excellence on Serious Games

WP8 Support
and

Services

Jannicke Baalsrud Hauge, BIBA

Riccardo Berta, Francesco
Belotti
,
UniGe

Yulia Bachvarova,
Cyntelix

1

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Objectives


Provide support and services for the different research,
integrating and outreach activities
-

two major categories
of services: collaboration and dissemination


Offer tools and services for collaboration between
internal and external partners reducing the fragmentation


Set
-
up, implement and maintain Virtual Research
Environment (VRE) able to support effective international
and multi
-
disciplinary



Set
-
up of a pan
-
European SG Living Lab Network
(SGLLN).


SGLLN will support the innovation within the
development and application of SG.


Application of different social network analysis tools


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Time tables



Task
8.1



























































































































































Task
8.3



















































































WP8

























































































START

END

M6

Gala
Social

Network
analysis

approach

M8:

GaLA

VRE
Requirements


M12:
LL
Requirements

M12

GaLA

VRE
Release

»
3

tasks,
8 deliverables

M24

Community
metrics

report

Task 8.2

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September 19
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GaLA

Game and Learning Alliance

The European Network of Excellence on Serious Games

Virtual

Research

Environment

(VRE)

ELIOS Lab


DIBE


University of Genoa

4

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September 19
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2 VRE
deliverables


D8.1 VRE requirements


Objectives


Background


State of the art


GaLA User Needs


VRE requirements


Towards system specifications



D8.3 VRE release


Design


Implementation


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Objectives


The VRE is the technological platform of the
GaLA

Virtual Research
Center

(VRC), a major long
-
term target
of the project


Close collaboration and integration among the actors that
represent excellence in Serious Game (SG) research in Europe


Open to cooperation also by third parties.


Basic requirements:


facilitate the sharing of knowledge, methodologies, data and
tools


Collaborative collection, manipulation and management of data,
as well as collaborative knowledge creation


Effective and seamless access to distributed research resources
(applications, data, grid computing, web 2.0 style collaboration
tools, etc)


High user friendliness, modularity and interoperability



6

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Background


A sample definition


“A system to provide researchers with the tools and services
they need to do research of any type as efficiently and effectively
as possible” [Borda, 2006]


Other similar terms


CVE (Collaborative Virtual Environment), Cyberinfrastructure/e
-
Infrastructure, Collaborative e
-
Research Communities, VRC
(Virtual Research Community), VO (Virtual Organisation),
Collaboratory, Science Gateway



Challenges:


Long
-
term sustainability


Provide a service meeting the needs of the community, exploit. plan


Barriers


Critical mass of users, multidisciplinary

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State of the art (I)


Scientific workflow management


Probably the most important application for scientific VREs


Typical domains: climate modeling, structural biology, chemistry,
disaster recovery simulation


Kepler, Galaxy, OpenWetWare, NanoHub


Thematic VREs


TextGrid, ArcheoGrid, Esad, MemRE, VeRSI


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State of the art (II)


Tools and systems for VREs


MyExperiment


Scientific workflows, repository, tailored social website, open source
community, auctioning research


Microsoft Research Information Center (RIC)


Publications, sub
-
sites, project resource management, collaboration
tools


eSciDoc (Max Planck Institute)


Support for publications and research (metadata)


Sakai


Oriented to the e
-
learning field


Enterprise Content Management (ECM) / Knowledge
Management Engineering (KME) systems


IBM FileNet Content Management, HP TRIM, Microsoft SharePoint,
Open Text ECM, Oracle Universal Content Management, EMC
Documentum ECM, Alfresco Software (Open source)




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State of the art


Basic approaches to support de
-
fragmentation



Classification of SGs


Djaouti, Alvarez, Jessel


serious.gameclassification.com

(2289 featured games)


Design Patterns


Design Patterns in Serious Games: A Blue Print for Combining
Fun and Learning, Huynh
-
Kim
-
Bang et Al, Univ P&M Curie, Paris


K. Killi,
Call for Learning
-
Game Design Patterns


Ontologies


Zagal et al.,
Game Ontology Project


Blogging to understand games


Zagal et Al.,
GameLog

project

10

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Serious Game Classification


A collaborative classification of SGs


Classification according:


Gameplay


Game
-
based, Play
-
based


Core rules represented by bricks







Purpose


Edu, info, marketing, subjective msg broadcast, training, goods trading, storytelling


Market


Entertainment, State&Govern, Milit&Defence, Healthcare, Educ, Corporate, Relig,
Culture&Art, Ecology, Politics, Humanit& Carit, Media, Advert, Sci Res


Audience


Age groups


Type (General Public, Professionals, Students)


User
-
contributed keywords

11

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Game Ontology Project (GOP)


GOP is a framework for describing, analyzing and
studying games. It is a hierarchy of concepts abstracted
from an analysis of many specific games


The GOP's approach is to develop a game ontology that
identifies the important structural elements of games and
the relationships between them


Tree hierarchy


Inheritance and part
-
of relationships


Top branches: interfaces, rules, entity manipulation, goals


Nodes = game components


Definition


Strong examples


Weak examples




12

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September 19
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GaLA user requirements survey


Survey organized along the VRE’s three major modules:


Project Management tools


Collaboration tools


Social networking.


Early feedback on the existing GaLA collaboration area


Early release less than one month before (january 2011)


Online survey online


36 respondents



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User requirements results


Functionalities for PM


High importance of document repository and of contact management


Collaboration tools


The 3 most rated items are similar and specifically dedicated to SG:


Databases for games and related research, ordered repository of SGs and
use cases of SGs


This suggests the importance of the availability of a tool specifically
dedicated to support SG research


Social networking


Group management is the most favorite feature


Items of interest:


interest management and sharing, support for online events, support for
presence and exchange and showcasing


Surprisingly, those parameters that are sold as major features of dedicated
social VRE (e.g., reputation management, IP management and ownership,
crediting, attribution) are rated the lowest


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Overall GaLA VRE requirements


Sources:


literature survey, VRE questionnaire, EU indications, experience
from GaLA works and meetings


Major requirements


Address fragmentation


A common language across the Multiple disciplines, background
and interests involved in the world of SG applications


A deeper understanding of SGs (need for a specific support to
collaborative research on SGs)


Need for a cooperation between business and academia


Need for supporting a community of practice of heterogeneous
stakeholders


High usability


Support for social networking (Del. 8.8)

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Towards system specifications


The SG field is too in an early stage to have as a priority
the support for workflow management


Researches in the field have to work to shape the field in
order to understand and design new workflows


Focus on the creation of a common vocabulary (e.g.
taxonomies, data, standards and metadata) that allows
researchers from different fields (pedagogy, psychology,
computer science, game design, etc.) to understand
each other and develop a common understanding

16

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Overall need


Build an operationally exploitable network of knowledge


Link among games, mechanisms, pedagogical theories,
assessment methods, deployment modes, development tools,
business models, research papers, etc.


Several VREs very efficient to support PM, general
remote collaboration and social networking, none of
them is able to meet the need for supporting a
harmonized view on the complex world of SGs


(including research, development, marketing, deployment)


Addressing fragmentation and becoming a reference point for
R&D in the world.


This requires exploiting lower
-
level tools and systems to
build key specific modules for a SG VRE.

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High
-
level view of the VRE (I)


3 major modules


Support for collaboration and project management


Joomla
-
based GaLA website (Del 9.3)


Shared calendar, definition of WPs, tasks and milestone, assignment
of responsibilities to users (e.g. WP coordination); definition of timing
(e.g. WP deadlines); shared repository of documents; communication
channel (e.g. forum and news feed on call for papers, projects and
publications); list of contacts; support for collaborative writing of
deliverable and papers with versioning and credentials (e.g. wiki
support); online surveys; meeting management.


The wiki and forums comply with the UGC requirements for Social
Networking, as requested in Del. 8.8.


Additional tools are taken off
-
the
-
shelf from widely spread, excellence
packages/services, such as Skype for call
-
conference and Mendeley
for reference management

»
Standard choices in GaLA, in order to avoid confusion when carrying
-
out
collaborative activities that may be implemented through several different
instruments. This homogeneity was a clear requirement by partners.


18

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High
-
level of the VRE (II)


Support for communities


This part of the VRE is developed in the context of the Young
Academy (YA) network


Del 5.1


Elgg technology


Database of people with profile; possibility of friendship and
following;


Smart presence on popular SNs (WP9, Del 8.8)


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High
-
level view of the VRE (III)


Support for SG field definition


The most innovative and important part of VRE, developed to
support the community of researchers


A repository of SGs described in a multidisciplinary way


Enabling technology: Knowledge Management Engineering
(KME)


Alfresco seems a good solution, providing the standard features for
repository and search functionalities in a low
-
cost, open source and
small footprint ECM solution


Strength in core document management and content services,
provides a unified repository, and excels in extensibility


Build a system as a network of entities


Organization in hierarchical ontologies with descriptions and
examples (strong and weak)


Texts, keywords and other multimedia assets deemed as useful

»
Links among entities

20

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6 knowledge areas


Description/classification of SGs


Similar to serious.gameclassification.com, with which content interoperability will
be studied and implemented


Other synergies could be set
-
up with the GameLog project


Analysis of game components (UI, rules, goals, entity manipulation,
assessment)


Game Ontology Project reference


Pedagogy (TC pedag)


The GaLA ontology may be organized in Learning goals (Blooms?) and
pedagogical paradigms (GEL):


Deployment (WP6 and WP7)


Target users


Types of use (e.g., curricular, corporate training, leisure time)


Application domains (TCs)


E.g., Business & finance, cultural heritage, health, manufacturing, etc.


Technologies (SIGs)


Platforms, tools, algorithms


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VRE design (I)

22

-

SG
Descr
. &
Classifi
.

-
Apps

-
Deploy

-
Tech.s

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VRE design (II)

23

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D8.3 VRE release


Structure will be ready by the time of the review


Contents not yet filled, but a lot of them is available (in
electronic) on the GaLA wiki (as reported in the TC/SIG
deliverables)

24

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GaLA

Game and Learning Alliance

The European Network of Excellence on Serious Games

Task 8.2: D8.4 Serious Games Living
Lab Requirements

WP 8

25

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The living lab concept



“Living Labs are environments for innovation and
development where users are exposed to new ICT
solutions in (semi)realistic contexts, as part of medium
-

and long
-
term studies targeting evaluation of new ICT
solutions and discovery of innovation opportunities”
Folstad

(2008, p 116)
.


26

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Pan
-
European SG Living Lab Network (SGLLN)

Objective


support the innovation within the development and application of
SG.


offer researchers the possibility to test and evaluate their games
on a larger scale as well as to support collaborative research.


increase the joint multi
-
disciplinary research


focusing on the integration of research activities


Supporting collaboration among stakeholders


targeted at bringing the developers and application users
together.


Various methods and approaches will be used, building
on the successful example of the Serious Games
Institute
at

Coventry University



27

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SGLL
Configuration


Two possible different configurations:


designed to utilize context simulations. The conditions in these
Living Labs are used for the specific research goal.


real world Living Labs allow users in the “real” world to
experience and experiment with ICT solutions. Vary strongly in
terms of size and geographical distribution.


The decision for one of the two concepts depends on variables
like available resources and the parameters of the ICT solution
to be tested

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Why LL in GALA?



The task
is
to catalyze, organize and attract regional stakeholders for innovating
SGs.


Various methods and approaches will be used, building on the successful example of
the Serious
Games
Institute
at

Coventry University

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Contribution

of

LL
to

defragmentation

30


Two parts: Local and Virtual


NODES: UK (managed by
UniCov
), Iberian node
(managed by INESC
-
ID), a central European node
(BIBA), South Europe node (DIBE)


virtual living lab supports collaboration among the
geographically distributed stakeholder as well as several
local established living labs


The Gala Living labs are multidisciplinary. Should cover
the topics of the TCs and SIGs


Will serve two large groups


will provide users an access to several different games in an
easy way.


large test bed in which the developers can test and collect
feedback on their games

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GaLA

Game and Learning Alliance

The European Network of Excellence on Serious Games


Community Nurturing (
Task
8.3)

Social Network Analysis Approach (D8.8)

WP 8

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Outline


Theory for online communication


Communities
of Practice


Conditions for establishing communities of practice


Social Network Analysis


SNA measures


SNA enhanced techniques


Approach for SNA in
GaLA


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Communities of Practice

33



Communities of Practice (
CoP
) are groups of
people who share a concern or a passion for
something they do and learn how to do it better
as they interact regularly.
” (Wenger, 2008)



A
CoP

is an activity system in which individuals
are united in action and the meaning that the
actions have for them (
Ardichvili
, Page, &
Wentling
, 2003).



CoP

provide a foundation for production and
sharing of knowledge


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Establishing Communities of Practice

34



Identification of stakeholders


People with experience and knowledge on
the topic have to be present


20:80 rule
-

peripheral participants, the
long
-
tail (Anderson, 2003)


Common
recognized and shared needs and a
belief in long term profitability
of stakeholders






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Establishing Communities of Practice

35


Engagement


Very
challenging, but crucial for success (allows
the exchange of tacit
knowledge
)


Conditions for promotion and stimulation of
engagement


Self
-
reflection and self
-
observation


Promote sharing of knowledge as a public good


Effect of recommendations from influential
contacts


Trust in the way knowledge is used or
disseminated by procedures of knowledge or
trusted members

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Establishing Communities of Practice

36


Network management


Stimulate sharing


Instigate agreement


Need for leadership: especially important in
the early stages of community development. If
no leader is appointed the community itself
will set out and find
one (
Laghos

&
Zaphiris
,
2006)


Balance between support (guidelines and
regulations) and freedom ( evolving interests
and circumstances that help the community to
develop)



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Social Network Analysis

37


SNA Measures


Clustering


Connectivity


Centrality


Network characteristics


Strength of the weak ties


Small world; six degrees of separation


Enhanced SNA techniques


Recommender systems


Collaborative filtering


Content based recommendation



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Approach for SNA in GaLA


38

Community lifecycle

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Approach for SNA in GaLA

39


SNA for the Potential Stage


Connect people with similar interests (look at the
profile information)


Check how the different stakeholders are
represented and take adequate measures


Support engagement by motivating sharing



SNA for the Coalescing Stage


Detect clustering and subgroups and the level of
communication between these


Use collaborative filtering and content
-
based
recommendation to enhance engagement by
recommending suitable contacts and content





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Approach for SNA in GaLA

40


SNA for the Active Stage


Measure engagement by keeping track of the
quantity of members’ contributions (blog posts,
comments, rating) and the rate of information flow


Detect the ‘central’ people and support them in case
the burden of managing the network increases


Use content analysis to study the relation between
the content generated and the relation between
content authors


Data needed


User
profile:


information
about interests and roles (e.g.
researcher in a private
company)


Common
anagraphic

data (age, gender)


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Approach for SNA in GaLA

41

Data needed


User profile:


information
about interests and roles (e.g.
researcher in a private
company)


Common
anagraphic

data (age,
gender)


Role and affiliation to detect belonging to a particular
stakeholder group


Interest to suggest similar community member


The social links (friend/follower)


All user
-
generated content


Blog posts


Comments


Rating


Tagging