Egress Online: Towards Leveraging Massively, Multiplayer Environments for Evacuation Studies

Egress Online: Towards Leveraging Massively, Multiplayer Environments for Evacuation Studies
复制标题

Egress Online:利用大规模、多人环境进行疏散研究

DOI:
--
复制
发表时间:
2012
期刊:
影响因子:
--
通讯作者:
A. Safonova
A. Safonova
中科院分区:
--
文献类型:
--
作者:
Aline Normoyle;John Drake;A. Safonova

文献摘要

被引文献

相似文献

大量真实人类行为的数据集在众多领域都有巨大益处,包括疏散安全、城市规划、市场营销和人体工程学等。然而,由于涉及真实人类受试者的大规模实验成本高昂且组织难度极大,此类数据集十分稀缺。因此,在本文中,我们提议利用大型多人在线(MMO)社区作为一种低成本且创新的方式来获取不同条件下大量人群的数据集。我们描述了在广受欢迎的大型多人在线环境“第二人生”中基于游戏实现的一个在线数据收集系统。我们评估了使用该系统结合“第二人生”居民以及在校园招募的玩家进行疏散实验的情况。我们的系统能够吸引在线参与者,满足数据收集需求,并为高层疏散行为(如出口选择、建筑废墟的影响以及建筑物的使用模式等)提供潜在的见解。通过使用我们的系统进行的实验,我们发现“第二人生”居民觉得游戏控制和环境比实验室参与者所面对的更具吸引力;不熟悉我们办公楼的玩家往往主要从前门疏散;并且游戏中的废墟显著增加了未能安全离开建筑物的参与者数量。1alinen@seas.upenn.edu 2drake@seas.upenn.edu
Large datasets of real human behaviors are of huge benefit across numerous domains, including evacuation safety, urban planning, marketing, and ergonomics. However, because large-scale experiments involving real human subjects are expensive and prohibitively difficult to organize, such datasets are scarce. Thus in this paper, we propose the use of massively multiplayer online (MMO) communities as an inexpensive and innovative way to capture datasets of large numbers of people under different conditions. We describe our implementation of an online data collection system, based on games, inside the popular massively multiplayer, online environment of Second Life. We evaluate the use of this system for performing evacuation experiments using a mix of Second Life residents and players recruited on campus. Our system was able to draw online participants, support data collection needs, and provide potential insights into high-level evacuation behaviors such as the choices of exit, effects of building debris, and the use-patterns of a building. Through experiments performed using our system, we found that Second Life residents found the game controls and environment to be significantly more compelling than lab participants; that players unfamiliar with our office building tended to evacuate primiraily via the front entrance; and that in-game debris significantly increased the numbers of participants who failed to exit a building safely. 1alinen@seas.upenn.edu 2drake@seas.upenn.edu