CLIMBER 2,0
www.blackwell-synergy.com/links/doi/10.1111/j.1365-2486.2004.00812.x/abs/
We assess the role of changing natural (volcanic, aerosol, insolation) and anthropogenic (CO2 emissions, land cover) forcings on the global climate system over the last 150 years using an earth system model of intermediate complexity, CLIMBER-2. We apply several datasets of historical land-use reconstructions: the cropland dataset by Ramankutty & Foley (1999) (R&F), the HYDE land cover dataset of Klein Goldewijk (2001), and the land-use emissions data from Houghton & Hackler (2002). Comparison between the simulated and observed temporal evolution of atmospheric CO2 and 13CO2 are used to evaluate these datasets. To check model uncertainty, CLIMBER-2 was coupled to the more complex LundPotsdamJena (LPJ) dynamic global vegetation model.
www.stanford.edu/group/MERGE/GERAD1.pdf
www.stanford.edu/group/MERGE/
MERGE quantifies alternative ways of thinking about climate change. The model is sufficiently flexible to explore views on a wide range of contentious issues: costs of abatement, damages of climate change, valuation and discounting.
MERGE is a model for estimating the regional and global effects of greenhouse gas
reductions. It quantifies alternative ways of thinking about climate change. The model is
sufficiently to flexible to explore alternative views on a wide range of contentious issues:
costs of abatement, damages from climate change, valuation and discounting. MERGE
contains submodels governing:
- the domestic and international economy
- energy-related emissions of greenhouse gases
- non-energy emissions of ghg's
- global climate change market and non-market damages
www.climateprediction.net/
en.wikipedia.org/wiki/Climate_model
model evaluation:
www.grida.no/climate/ipcc_tar/wg1/308.htm
J. D. Mahlman
rethorics of climate change:
science versus non-science
www.gfdl.noaa.gov/~gth/web_page/article/aree_page1.html
WHY CLIMATE MODELS ARE IMPERFECT AND WHY THEY ARE CRUCIAL ANYWAY
Final concept -- Clima Futura
www.peacemakergame.com / sharkworld.nl
- vertalen van een "serieuze issue" naar een game (in dit geval Midden-Oosten problematiek)
- turnbased
- politiek en sociaal
- aansprekende visuals, zonder af te doen aan het "serieuze"aspect
- presentatie van real-time events mbv video en korte tekst
- het kiezen tussen verschillende betrokken partijen
- alles in de hoop awareness te creeren om daar vervolgens naar te handelen

- klimaatstrategieen, kosten-baten en scenario.s;
- monitoring feedbacks and thresholds;
- energie, bio solar, carbon free (sustainable energies);
- regionale ontwikkeling en integratie;
- ruimtelijke analyse, land gebruik, water en adaptatie;
- governance en entrepreneurschap.

Klimaatstrategieën
1. Emissievermindering
2. Aanpassing aan klimaatverandering
Klimaatsysteem
3. Monitoren van feedback
4. Investering in onderzoek
5. Klimaatrespons
Energie en CO2
6. Investering in efficiëntie
7. Investering in groene technologie
8. Implementering van overheidsbeleid
Regionale ontwikkeling
9. Bewustzijn campagne
10. Voedsel en water zekerheid
Aanpassen aan klimaatverandering
11. Ruimtelijke ordening
12. Waterhuishouding
13. Natuur en landgebruik
Internationale betrekkingen
14. CO2-emissiehandel
15. Europese onderhandelingen
16. Internatonale verdragen
Van bovenstaande punten zijn een aantal (1, 5, 7, 10, 12, 14) direct te gebruiken binnen
het simulatiemodel onderliggend
issue(s) -- climate sensitivity
- climate sensitity -- mitigation vs adaptation
- parameters (1) -- resources, environment, money, social support
- parameters (2) -- money, knowledge, power
- effect(s) -- CO2, well-being, ...

article(s)

1. de wetenschappelijke simulatie: het over tijd uitvoeren van het hierboven
beschreven model (W);
2. de gamecyclus: opeenvolgende rondes in het spel (G);
3. de exploratie: vergaren van informatie in woord en beeld en het aftasten van de
spelwereld (E).
Figuur 2. Interactie gameplay simulatie-klimaatmodel en video-exploratie.
game events. mini-games, advisors
example
De speler start in het jaar 2007, gekozen vanwege het verschijnen van het
Intergovernmental Panel on Climate Change (IPCC) rapport. Dit klimaatadviesrapport
zal terug te vinden zijn in de extra informatie die te verkrijgen is via de website.
Op basis van eigen inzicht en voorgaande rondes, kiest de speler de te ondernemen
acties, zoals hierboven beschreven uit de punten van de Klimaatster. Denkt de speler dat
het tijd is voor nationale restricties in CO2-emissie, dan kiest hij “Klimaatstrategieën” en
vervolgens “Emissie-uitstoot”.
Het gevolg hiervan zal in volgende beurten zichtbaar
worden: “hoe wordt deze beslissing beoordeeld door het volk?” (People), “heeft het een
positieve invloed op de economie?” (Profit), en “wat doet dit met onze leefomgeving?”
(Planet).
1) Klimaatmodel
2) Basis spelstructuur en interactie met (1)
3) MediaContent (video-, beeldmateriaal en tekst)
4) Minigames
5) Clima Futura
6) Uitbreiding Clima Futura
o onderwijs
o entertainment
7) Multiplayer Clima Futura
trailer
- descriptive -- luxury, but
- can we ... -- look around us
- political -- opposition (star) -
- explanation -- scientific insight (star) +
- propaganda -- clima futura, play it
The game event description format -- scenario(s)
www.cs.vu.nl/~eliens/projects/form-game.html
slide id=pr-w-iss-topics>
scenario(s) -- encounter(s) & challenge(s)
- narrative(s) -- de verhaallijn
- perspective(s) -- (first person) actor(s)
- challenge(s) -- problem(s) to solve
- resource(s) -- (capital) to spend
- reward(s) -- fame or shame
- visual(s) -- setting(s) and effect(s)

game event description format
game event description -- format
- name of event -- give a meaningful name
- event-id -- for administrators only
- type -- (generic/specific) game/model/video
- cause -- game play/simulation/exploration
- feedback/information -- give a logical description
- player actions -- indicate all (logical) player options
- description of visuals -- for both feedback/information and player options
- additional information -- give a url with references to additional informatin and visuals
- relates to event(s) -- give id's or descriptions of related events
- remarks -- anything
storyboard -- narrative(s)
- context -- general setting, situation
- problem -- event(s) to occur, problem to solve
- S-R sitiation(s) -- stimulus/response
- climax -- action must be taken
- resolution -- find solution or result
Towards a modular architecture -- participatory deployment
Bij de ontwikkeling van Clima Futura gaan we uit van de volgende (standaard)
ontwikkelingsfases:
- initiatie - uitwerking game scenario
- definitie - uitwerking game scenario en klimaatmodel
- ontwerp - software architectuur, interactie en visueel design
- voorbereiding - verzameling van materiaal
- realisatie - software modules en interfaces
- functionele tests - integratie in Clima Futura spel
- ingebruikname - oplevering en uitbreiding minigames
Zoals aangegeven in de eerdere beschrijving van Clima Futura streven we, met het oog
op mogelijke uitbreidingen, een modulaire opzet na. We onderkennen hierbij de
volgende architectuur in componenten (M1-M5):
- klimaatmodel - action script module
- game play interaction - event-handler per game event
- video content module - a) aanlevering videofragmenten
b) alfa-overlays voor interactie
- minigame(s) - flash module met actionscript interface
- Clima Futura - integratie module 1-4, plus server-side ranking
technology
Vox Populi
homepages.cwi.nl/~media/demo/IWA/
... note(s) vox
Looking back -- an evaluation of our approach
presenatation
3 anchor + (multi-person) expert choir
- philosophy -- pathos, ethos, logos (multi-disciplinary)
- trailer -- drama
- climate star -- items & game play
- game development -- architecture and project plan
ontology of humour
[Dormann et al. (2007)]
- humour as a process initiated by
a stimulus such as a joke or a cartoon which results with a response
indicative of experiencing pleasure and joy such as laughter.
-
humour has cognitive (i.e.
mental processes involved in the appreciation of humour), emotional
(i.e. pleasurable feelings), behavioural (e.g. laughter), social
(e.g. interpersonal) and psycho-physiological (i.e. involving autonomic
nervous system changes) components
- There are three theories
of humour: relief, superiority and incongruity theory [Morreall
1983].
According to relief theory, humour results from the release of nervous
energy. People experience humour and laugh, because a sense
of stress has been reduced. In this view humour can reveal suppressed
desires and socio-cultural inhibitions. Humour is seen as a
pleasurable mechanism. It has also been associated to well-being
and healthy adaptive behaviour
superiority
theory asserts that people laugh because they feel some
kind of triumph over others or feel superior to them. Making fun of
those who are less fortunate or who deviate from a particular set of
norms are typical kinds of humour addressed by superiority theory.
This kind of humour has a social function like criticism, censure or
control, in enforcing the norm of a group or culture.
incongruity
theory argues that people laugh at things that are unexpected
or surprising [Berger 1993]. The cause of laughter in this case is the
sudden perception of the incongruity or ambiguity, for humour depends
on the teller playing with hidden meanings that are suddenly
revealed in unexpected ways.
use
While existing theories of humour appear partial, they remain invaluable
for framing our understanding of humours use, function
and effect.
Conclusions
References
- [Humour] Dormann C., Barr P. and Biddle R. (2007),
- Humour Theory and Videogames: Laughter in the Slaughter,
In Proc. of the 2006 ACM SIGGRAPH symposium on Videogames
- [Serious] Eliens A. and Chang T. (2007),
- Let's be serious -- ICT is not a (simple) game,
In Proc. FUBUTEC 2007
- [VUSL] Eliens A., Feldberg F., Konijn E., Compter E.
(2007),
- VU @ Second Life -- creating a (virtual) community of learners,
In Proc. EUROMEDIA 2007
- [Nature] Kabat P., van Vierssen W., Veraart J. Vellinga P.,
- Aerts J. (2005). Climate proofing the Netherlands,
Nature 438, pp. 283-284
- [Magic] Klabbers J.H.G. (2006),
- The Magic Circle: principles of Gaming and Simulation,
Sense Publishers
(C) Æliens
27/08/2009
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