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Transforming BrowserQuest into an epidemiological tool for modelling disease dissemination

机译:将BrowserQuest转变成一种流行病学工具,用于对疾病传播进行建模

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How diseases spread and their virility in human populations is the fundamental purpose of epidemiology. Historically, human behavior has been intricately linked with the spread of infectious diseases. Models to study human behavior in the context of epidemics usually concentrate on judging the effectiveness of various institutionally enforced public health measures such as school closures, not how the individuals themselves respond to the outbreak. Using a simulated or virtual environment that incorporates human behavior holds promise as a useful modelling tool. The “corrupted blood” incident that occurred in the Massive Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft led to the first large-scale, unplanned virtual epidemic in a game world. This event underscored the fact that MMORPGs can be used to study epidemiological events. Using BrowserQuest, we designed a disease management and dissemination system (DiMANDS) that monitors interactions and triggers infection events - using nonplayer characters (NPCs) as a human proxies - to spread a disease among a virtual population. The rate of infection in the NPC population was logged and a susceptible-infected-recovered (SIR) graph was generated. Our results showed that our SIR graph is similar to other simulation techniques, and further strengthens the possibility of using MMORPGs as an epidemiological simulation tool.
机译:流行病学的基本目的是疾病在人类中的传播及其生存能力。从历史上看,人类行为与传染病的传播有着千丝万缕的联系。在流行病背景下研究人类行为的模型通常集中于判断各种制度上强制执行的公共卫生措施(例如停课)的有效性,而不是个人自身对疫情的反应。使用包含人类行为的模拟或虚拟环境有望成为有用的建模工具。大型多人在线角色扮演游戏(MMORPG)魔兽世界中发生的“腐败血”事件导致了游戏世界中第一次大规模的,计划外的虚拟流行。该事件强调了可以将MMORPG用于研究流行病学事件的事实。使用BrowserQuest,我们设计了一种疾病管理和传播系统(DiMANDS),该系统可以监视交互作用并触发感染事件-使用非玩家角色(NPC)作为人类代理,从而在虚拟人群中传播疾病。记录NPC人群的感染率,并生成易感感染恢复(SIR)图。我们的结果表明,我们的SIR图与其他模拟技术相似,并且进一步增强了将MMORPG用作流行病学模拟工具的可能性。

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