DEVELOPING SERIOUS GAMES FOR CBRN-E TRAINING: A COMPARATIVE STUDY OF COMPUTER AND VIRTUAL REALITY PLATFORMS

2021-7-29
ALTAN, BURAK
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.

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Citation Formats
B. ALTAN, “DEVELOPING SERIOUS GAMES FOR CBRN-E TRAINING: A COMPARATIVE STUDY OF COMPUTER AND VIRTUAL REALITY PLATFORMS,” M.S. - Master of Science, Middle East Technical University, 2021.