Cbrn-e eğitimleri için ciddi oyunlar geliştirilmesi: Bilgisayar ve sanal gerçeklik platformlarında karşılaştırmalı çalışma
Is this your thesis?
This record came from a bulk archive import. If it’s yours, link it to your profile.
2021
0 views
0 downloads
Advisor: Dr. Öğr. Üyesi Elif Sürer
Abstract (EN)
The resolution of a crisis and dealing with the consequences that come afterward of these events requires comprehensive training of authorized individuals. These training sessions consist of executing a series of different tasks based on a pre-defined crisis scenario. The main challenge of performing such an exercise is reusability. Repeating sessions can be costly in terms of money and time. Terrorism acts such as Chemical, Biological, Radioactive, Nuclear, and explosive (CBRN-e) attacks are classified among main crises and become a focused task across the globe. In this thesis, two CBRN-e based scenarios that are introduced in the EU H2020 European Network of CBRN Training Centers (eNotice) project's joint activities —France and Belgium— are implemented as serious games with the motivation of creating cost-effective and repetitive digital training sessions. The scenarios have different elements such as crisis management in hospitals, deployment of related units to the crime scene, objectives of individuals such as doctors, nurses, and investigation teams. Evaluation of the study has been executed by 16 CBRN-e experts from the eNotice that are also participated in the joint activities in France and Belgium. Experts played the games —both in Desktop and Virtual Reality— and answered questionnaires about presence, system usability, immersive tendency, technology acceptance model. Answers to the questionnaires and feedback indicated that enjoyment of the games had enabled users to enhance their learning while having a good time. Furthermore, Virtual Reality has much more improved the feeling of "presence" and created a unique experience, according to the participants.
Author
Burak Altan
Institution
How to Cite
Burak Altan (Master Thesis). Cbrn-e eğitimleri için ciddi oyunlar geliştirilmesi: Bilgisayar ve sanal gerçeklik platformlarında karşılaştırmalı çalışma, 2021, Middle East Technical University.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Middle East Technical University
- Augustus'un Roma'daki anıt mezarının bir okuması(2020)
- Anarşizm ve adalet(2021)
- Romanlar üzerinden İslami toplumu kurgulamak-İslami edebiyatta kolektif kimliğin oluşturulması ve katılım problemi(2020)
- Türk savunma sanayii için bir Ar-Ge yol haritası(2020)
- Sürdürülebilir kalkınma gündeminin hayata geçirilmesinde ulusal insan hakları kurumlarının rolünü anlamak: Avrupa örneği(2020)
- Geç Roma ve Bizans Anadolusu'nda rotalar ve iletişim (M.S. 4.-9. yüzyıllar)(2020)
