Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Heide Lukosch is active.

Publication


Featured researches published by Heide Lukosch.


Simulation & Gaming | 2015

Understanding Complexity

Geertje Bekebrede; Julia Lo; Heide Lukosch

Complexity is increasingly tied into systems of societies, technologies and organizations. As these systems are characterized by non-linear interactions, it becomes more and more difficult to manage, educate, understand and predict their processes and outcomes. This symposium presents cases of a variety of simulation games that facilitate in these different types of systems; it also examines the theoretical challenges of the design of simulation games for such complex systems. The examples show how both computer-based and traditional board games can be used in various domains to analyze and design complex processes such as asset management, manufacturing procedures, railway infrastructure innovations, and land use development. The case studies presented in this symposium introduce simulation games as alternative solutions to complex organizational and even societal problems.


intelligence and security informatics | 2014

On the Usability of Augmented Reality for Information Exchange in Teams from the Security Domain

Dragos Datcu; Marina-Anca Cidotã; Heide Lukosch; Stephan Lukosch

For operational units in the security domain that work together in teams it is important to quickly and adequately exchange context-related information. Currently, information exchange is based on oral communication only. This paper reports on different scenarios from the security domain in which augmented reality (AR) techniques are used to support such information exchange. The scenarios have been elicited using an end-user centred design approach. To support these scenarios an AR environment has been developed and the usability of the AR support has been evaluated with experts from different operational units in the security domain. The first evaluation shows that the scenarios are well defined and the AR environment can successfully support information exchange in teams operating in the security domain.


International Journal of Advanced Corporate Learning (ijac) | 2009

Supporting Informal Learning at the Workplace

Heide Lukosch; Pieter de Vries

In times of rapid technological and socio-economic changes, knowledge sharing and learning have become critical assets for most organizations and companies. New ways of learning and training are needed to cope with the rising demand of information. The Microtraining method developed on basis of recent learning theories and concepts is an answer to the need of flexibility of learning settings related to space and time, the availability of experts and the applicability of what is learned and trained at the workplace. This concept of informal learning comprises short learning sessions with work related topics. These learning occasions facilitate informal learning at the workplace on individual as well as on organizational level, as can be seen from two case studies.


winter simulation conference | 2012

The participatory design of a simulation training game

Heide Lukosch; Theo van Ruijven; Alexander Verbraeck

Serious games show to have positive impact on training results. Advantages of simulation games lay in the provision of a safe training environment, where users are able to play, test and probe without serious consequences. At the same time, it is important to engage learners by providing a motivating, challenging environment, which becomes meaningful to the player when skills and knowledge acquired within the game are transferrable to real work tasks. With the use of a participatory game design approach, we developed an immersive, meaningful virtual training environment to improve situational awareness skills. Feedback of game developers as well as from test groups shows that the participatory approach to game development lead to a meaningful experience within an authentic virtual training environment. High functional and physical fidelity, a high degree of realism, compared with challenging game elements makes the developed serious game an appropriate training tool for situational awareness skills.


conference on computer supported cooperative work | 2015

Providing Information on the Spot: Using Augmented Reality for Situational Awareness in the Security Domain

Stephan Lukosch; Heide Lukosch; Dragos Datcu; Marina-Anca Cidotã

For operational units in the security domain that work together in teams, it is important to quickly and adequately exchange context-related information to ensure well-working collaboration. Currently, most information exchange is based on oral communication. This paper reports on different scenarios from the security domain in which augmented reality (AR) techniques are used to support such information exchange. The scenarios have been designed with a User Centred Design approach, in order to make the scenarios as realistic as possible. To support these scenarios, an AR system has been developed and evaluated in two rounds. In the first round, the usability and feasibility of the AR support has been evaluated with experts from different operational units in the security domain. The second evaluation round then focussed on the effect of AR on collaboration and situational awareness within the expert teams. With regard to the usability and feasibility of AR, the evaluation shows that the scenarios are well defined and the AR system can successfully support information exchange in teams operating in the security domain. The second evaluation round showed that AR can especially improve the situational awareness of remote colleagues not physically present at a scene.


International Simulation and Gaming Association Conference | 2013

Building a Virtual World for Team Work Improvement

Heide Lukosch; Bas van Nuland; Theo van Ruijven; Linda van Veen; Alexander Verbraeck

Many working tasks in our complex, fast changing world are no longer to be solved by single workers, but require effective cooperation of a team of workers. Communication, cooperation and participation are basic skills needed for a well functioning team, especially in safety-critical domains like security. In these domains, the ability of a team to cooperate sometimes even decides about life and death. The development of a shared understanding of a given situation is a prerequisite for effective teamwork. Traditional methods of enhancing teamwork related skills are limited due to their lack of flexibility and their distance to real world challenges. In more general terms, rapidly changing environments require emerging and creative strategies and tools. Our research aims at exploring whether and how such a creative tool, namely a simulation game, can be used as a socio-technological system to support shared situational awareness. Results from usability tests of various game scenarios show that realistic virtual environments imply the ability to foster teamwork related skills like situational awareness and communication.


Simulation & Gaming | 2016

Microgames for Situated Learning

Heide Lukosch; Shalini Kurapati; Daan Groen; Alexander Verbraeck

Background. Complex, dynamic systems require flexible workforces with skills and attitudes responding to the dynamic work environment. Traditional, formal classroom-oriented learning approaches often do not sufficiently support the development of such skills and attitudes and do not provide situated learning activities. Aim and Method. We propose the concept of Microgames as an active, situated learning approach. A Microgame is a simulation game that can be played in a short time period and that starts from a specific problem in the organization defined by a problem owner. To illustrate the concept, we introduce a case study with a Microgame called Yard Crane Scheduler. Results. The study’s results indicate that the Microgame used in our study represented an engaging experiential experience. It was able to foster the awareness of the players for interdependent planning tasks. Due to its shortness, the game’s reality is somewhat limited. To compensate for this limitation, a structured debriefing phase enables players to exchange information on successful planning strategies, enhancing the learning experience by a social learning activity. Conclusions. Microgames are a novel approach towards situated, experiential learning. Its limitations, mainly caused by the constrained time for game play, have to be taken into account when defining learning goals. Despite this limitation, the Yard Crane Scheduler Microgame has been evaluated as an engaging and valid tool. Further research will investigate distinct design decisions and learning effects associated with the concept of Microgames.


international conference on optoelectronics and microelectronics | 2016

Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions

Marina-Anca Cidotã; Stephan Lukosch; Paul Dezentje; Paulina J. M. Bank; Heide Lukosch; Rory M. S. Clifford

Abstract For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (n = 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment (n = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge.


Simulation & Gaming | 2015

Understanding Complex Systems Through Mental Models and Shared Experiences

Geertje Bekebrede; Julia Lo; Heide Lukosch

Background. Our world today is made up of complex, socio-technical systems like large infrastructure systems, global logistic chains and information networks. Simulation games represent one way to enable participation and governance of such systems. Aim. The current study explores the development of mental models and shared experiences of professionals and students through a simulation game. Method. The simulation game SIMPORT-MV2 focused on the development of a new port area in the Port of Rotterdam, The Netherlands. Insights in the perceived development of mental models were measured through questionnaires and through observations in the debriefing. Likewise, observations in the debriefing were obtained for measurements of shared experiences. Results. Results showed that participants perceived positive learning on their declarative, procedural and strategic knowledge (mental model) about the port project. A significant difference was found for both the overall perceived knowledge and the strategic knowledge between students and professionals. Furthermore, qualitative findings showed that players are enabled to probe designs of, to gain insights into, and to develop an understanding of complex systems in a safe environment through shared experiences. Conclusions. This study shows that it is possible to design a simulation game that represents such a complex socio-technical system based on a layered approach of agent, network and system behavior.


international symposium on mixed and augmented reality | 2014

[Poster] Using augmented reality to support information exchange of teams in the security domain

Dragos Datcu; Marina Cidota; Heide Lukosch; Stephan Lukosch

For operational units in the security domain that work together in teams it is important to quickly and adequately exchange context-related information. This extended abstract investigates the potential of augmented reality (AR) techniques to facilitate information exchange and situational awareness of teams from the security domain. First, different scenarios from the security domain that have been elicited using an end-user oriented design approach are described. Second, a usability study is briefly presented based on an experiment with experts from operational security units. The results of the study show that the scenarios are well-defined and the AR environment can successfully support information exchange in teams operating in the security domain.

Collaboration


Dive into the Heide Lukosch's collaboration.

Top Co-Authors

Avatar

Shalini Kurapati

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Alexander Verbraeck

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Stephan Lukosch

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Dragos Datcu

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Geertje Bekebrede

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Ioanna Kourounioti

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Pieter de Vries

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Marina Cidota

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar

Linda van Veen

Delft University of Technology

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge