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S-CUBE ProjectUsing Online-Role-Play-Games for Entrepreneurship TrainingIreland Game Based Learning Symposium (iGBL-2013) June 06-07, 2013, Dublin, IrelandAlfie Keary1, Paul Walsh1, Déirdre O’Byrne1, Jonathan Moizer2, Jonathan Lean2 Andrea Di Ferdinando3, Luigia Simona Sica41Cork Institute of Technology, Ireland, alphonsus.keary@mycit.ie, paul.walsh@cit.ie2Plymouth University, UK3SynapThink, Italy 4University of Naples, Italy “This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.”
Presentation Overview • S-Cube Project Background • Quantitative and Qualitative Research • S-CUBE E-MORPG • S-CUBE/EUTOPIA Software • S-CUBE Software Trials #1 • S-CUBE Near Term Developments • Short demo video • Q&A
What is Social Enterprise (SE) “A social enterprise is an organization that applies business strategies to achieving philanthropic goals”
S-Cube Introduction • S-Cube is a trans-European Leonardo Transfer of Innovation project • Led by Plymouth University • Partners: Naples University Federico II – Italy; CIT- Ireland; GePros – Germany • €265,000 grant for 2 year project • Project aim: On-Line Role Play Training • Develop an On-line role play training experience to enhance soft skills for staff at Social Enterprises (SEs) • e.g. effective communication, leadership, negotiation, decision making, etc.
TNA Outcomes (2/3) Perceived Capability As produced by partners - P. Walsh (CIT) & D. O'Byrne (University College, Cork)
TNA Outcomes • Training scenarios can reflect real life workplace situations • Application of soft skills can help to deliver superior outcomes • The expected result of this on-line training intervention • Enhanced retention of know-how • Leading to the transfer of SS developed on-line to real workplace situations
Wider Applications of S-Cube • S-Cube deliverables will be a reusable on-line training product • Sustainable • Adaptable • Engaging • Training or education applications • Technology can easily be adapted to non-SE applications (Corporate, Education, Schools).
Role play learning/training with staff participation: BENEFICIAL @ SEs
S-Cube Trainer/Master • Engage Options: • Take the role of one of the characters • Act as an invisible stage director • Invisibly observe player interactions; • Access players' “private characteristics”; • Listen to private messages (“whispers”) between players; • Broadcastmessages visible to all players; • Exchange private messages with a specific user; • Activate events, changing the course of the simulation.
Record Session RPS Events Trainer/Master Control
EUTOPIA Background • Psychodrama from the real world to a virtual 3D world • Sica, L.S., Delli Veneri, A., Miglino, O. (2012). Exploring New Technological Tools for Education: Some Prototypes and Their Pragmatical Classification. In Pontes, E., Silva, A., Guelfi, A., Takeo Kofuji, S. (eds.) Methodologies, Tools and New Developments for ELearning, pp. 107-128, InTech Press. • Research developed by Natural and Artificial Cognition Laboratory • (SISINE; Miglino et al., 2007) • http://www.nac.unina.it/nac/
EUTOPIA/S-Cube • EUTOPIA/S-Cube: • Trainer can set up unique games • Intervene during a game • Record specific phases of a game • Annotate recordings and discuss • Game development process: • Select 3D scenarios • Create personae • (Personality, Affect, Goals, Avatar) • Assign each player
S-Cube Trials Phase #1 • Trials of S-Cube: Germany, Ireland, UK • SE related organisations • General software usability trials • Focus on rapid uptake of the game by novice users • Qualitative Feedback • Emotions • Gestures
Qualitative Feedback - Emotions Emotion Features - Facial Expressions: • Difficulty in seeing facial expressions • Hard to gauge feelings • More focus on graphics for facial expressions • Limited moods in avatar faces
Qualitative Feedback - Emotions Emotion Features – Range & Interface • Additional types of moods • Create more positive emotion expressions • Reacted more to text than visuals of moods and gestures • Takes time to easily use moods • Text indicators of mood status required
Qualitative Feedback - Gestures Gesture Features: • Not easy to use the gestures • Typing and introducing gestures at same time very difficult • Introduce an avatar handshake gesture
S-Cube Development Futures • New updates of the software June 2013 • Trial #1 feedback is being incorporated • S-CUBE and Affective Computing • Integration of wearable and non-wearable sensors • Real-time emotion tracking agent • Real-time gesture tracking agent • Evaluation of highly charged emotional scenarios • On-board soft-skills intelligence on dealing with emotional situations • Emotion prompts and direction to users