Integrated Space Technologies Applications for Sustainable Development in the...InfoAndina CONDESAN
Presentation made by David STEVENS, United Nations
- The core business of the United Nations Office for Outer Space Affairs is “to promote international cooperation in the use of outer space to achieve development goals for the benefit of humankind”.
Combining participatory mapping, cloud computing, and machine learning for ma...Yayasan TERANGI
This document describes a study that used participatory mapping, cloud computing via Google Earth Engine, and machine learning algorithms to map landslide susceptibility in Lembeh Island, North Sulawesi, Indonesia. Local communities provided landslide occurrence data through field surveys. Google Earth Engine was used to analyze geospatial and remote sensing data to model landslide risk. Random Forest and other machine learning algorithms achieved over 97% accuracy in both training and testing when predicting landslide prone areas, which accounted for 30-40% of the island's land area. The models identified slopes and elevations as important factors and successfully predicted landslide risk in areas without reported occurrences.
The document discusses how ArcGIS can be used to share geospatial data and knowledge across organizations through a common platform. It allows data to be stored securely and determined who can access it, while still enabling easy sharing. Intelligent maps on the platform can visualize complex information and reveal patterns. Sharing data and maps supports better decision making and collaboration to address issues of national interest.
As a researcher or public health professional, your drive is to achieve sustainable solutions for a better health outcome. The use of participatory tools are one of the ways to help educate and organize sustainable action plans with the public
Building protected area stewardship in an era of complexity and messinessSteve McCool
This document discusses protected area planning in an era of increasing complexity. It outlines three waves of planning - technical, ecosystem-based, and adaptive. The current context requires third wave planning that is adaptive, inclusive, and emphasizes learning and consensus building. Key aspects of moving forward include framing protected areas as social-ecological systems, practicing adaptive management, and developing learning platforms to enhance competencies through research, education, and communities of practice. The overall message is that planning must change to address today's "wicked" problems through holistic, strategic, and learning-based approaches.
MSP in the Mediterranean Sea by Emiliano Ramieri, Thetis and by Javier Fernandez, Ecorys Madrid at the workshop 'European Union Maritime Spatial Planning Platform' at the 2nd Baltic Maritime Spatial Planning Forum in Riga, Latvia on 23-24 November 2016 (the final conference of the Baltic SCOPE collaboration).
Video and other presentations - www.balticscope.eu
www.vasab.org
How does framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games research? A definitional or taxonomic approach to serious games (SG) is problematic and unfruitful. Using Goffman’s frame analysis as an alternative, I construct four frames, with sample illustrations, demonstrating the different ways in which the utility of games for society, business and politics is considered. These are serious games as: 1) tool (therapy, drug), 2) innovation (economic utility), 3) persuasion (idea, belief) and 4) self-organization (complexity). The frames are based upon different values and perceive different impacts of games in society, business and politics.
The slides summarize the publications: 1) Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley. 2) Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2015). A Frame-Reflective Discourse Analysis of Serious Games. British Journal of Educational Technology.
The Directive on Maritime Spatial Planning by Marie Colombier, DG MARE, European Commission at Baltic SCOPE Southwest Baltic case stakeholders meeting on 27 January 2016 in Malmo, SWEDEN
Integrated Space Technologies Applications for Sustainable Development in the...InfoAndina CONDESAN
Presentation made by David STEVENS, United Nations
- The core business of the United Nations Office for Outer Space Affairs is “to promote international cooperation in the use of outer space to achieve development goals for the benefit of humankind”.
Combining participatory mapping, cloud computing, and machine learning for ma...Yayasan TERANGI
This document describes a study that used participatory mapping, cloud computing via Google Earth Engine, and machine learning algorithms to map landslide susceptibility in Lembeh Island, North Sulawesi, Indonesia. Local communities provided landslide occurrence data through field surveys. Google Earth Engine was used to analyze geospatial and remote sensing data to model landslide risk. Random Forest and other machine learning algorithms achieved over 97% accuracy in both training and testing when predicting landslide prone areas, which accounted for 30-40% of the island's land area. The models identified slopes and elevations as important factors and successfully predicted landslide risk in areas without reported occurrences.
The document discusses how ArcGIS can be used to share geospatial data and knowledge across organizations through a common platform. It allows data to be stored securely and determined who can access it, while still enabling easy sharing. Intelligent maps on the platform can visualize complex information and reveal patterns. Sharing data and maps supports better decision making and collaboration to address issues of national interest.
As a researcher or public health professional, your drive is to achieve sustainable solutions for a better health outcome. The use of participatory tools are one of the ways to help educate and organize sustainable action plans with the public
Building protected area stewardship in an era of complexity and messinessSteve McCool
This document discusses protected area planning in an era of increasing complexity. It outlines three waves of planning - technical, ecosystem-based, and adaptive. The current context requires third wave planning that is adaptive, inclusive, and emphasizes learning and consensus building. Key aspects of moving forward include framing protected areas as social-ecological systems, practicing adaptive management, and developing learning platforms to enhance competencies through research, education, and communities of practice. The overall message is that planning must change to address today's "wicked" problems through holistic, strategic, and learning-based approaches.
MSP in the Mediterranean Sea by Emiliano Ramieri, Thetis and by Javier Fernandez, Ecorys Madrid at the workshop 'European Union Maritime Spatial Planning Platform' at the 2nd Baltic Maritime Spatial Planning Forum in Riga, Latvia on 23-24 November 2016 (the final conference of the Baltic SCOPE collaboration).
Video and other presentations - www.balticscope.eu
www.vasab.org
How does framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games research? A definitional or taxonomic approach to serious games (SG) is problematic and unfruitful. Using Goffman’s frame analysis as an alternative, I construct four frames, with sample illustrations, demonstrating the different ways in which the utility of games for society, business and politics is considered. These are serious games as: 1) tool (therapy, drug), 2) innovation (economic utility), 3) persuasion (idea, belief) and 4) self-organization (complexity). The frames are based upon different values and perceive different impacts of games in society, business and politics.
The slides summarize the publications: 1) Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley. 2) Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2015). A Frame-Reflective Discourse Analysis of Serious Games. British Journal of Educational Technology.
The Directive on Maritime Spatial Planning by Marie Colombier, DG MARE, European Commission at Baltic SCOPE Southwest Baltic case stakeholders meeting on 27 January 2016 in Malmo, SWEDEN
The document describes a marine spatial planning simulation game called the MSP Challenge 2011. The objective of the game is for players to jointly develop best practices for marine spatial planning. Players represent four different countries that must develop an integrated marine spatial plan for a shared sea area, taking into account various stakeholder interests and environmental concerns. The game utilizes a digital map tool with spatial data layers to help players draft and compare plans. Plans are evaluated based on the spatial areas assigned to different uses and how well they address cumulative impacts. The game and post-analysis aim to provide insights into challenges of the marine spatial planning process and how science can support it.
The document discusses plans for a simulation game about managing the North Sea in 2050.
It aims to help players learn about integrated ecosystem-based marine spatial planning through trying, failing, and reflecting on their decisions. The game will involve multiple countries collaborating around the North Sea using realistic data and maps. It is intended to provide insights into complex issues like cross-border coordination, long-term impacts of short-term decisions, and balancing socioeconomic needs with environmental protection.
The document discusses marine spatial planning for the North Sea in 2050. It presents an interactive process to develop a spatial agenda for the North Sea that [1] considers long-term visions and challenges, [2] brings together stakeholders and different types of data, and [3] identifies policy issues and measures. The document also describes an educational simulation game being developed to contribute to integrated ecosystem-based marine spatial planning through experiential learning.
This document discusses the use of serious games and big data to understand and manage complex systems. It provides examples of games that have been developed to simulate issues like maritime spatial planning. These games collect large amounts of player data that can provide insights into collective intelligence and how systems adapt and emerge. By playing such games, professionals can learn about complexity and change in a participatory way. The document suggests games both represent real systems and generate new data that could improve system management and our understanding of emergence.
The document summarizes a workshop on institutions for ecosystem services that took place from October 27-29, 2014. The workshop objectives were to encourage sharing of research on links between institutions and ecosystem services, synthesize lessons about institutional arrangements needed to ensure ecosystem service projects deliver benefits, and identify policies to strengthen supporting institutions. It provided background on ecosystem services and discussed topics like the importance of institutions at multiple scales, challenges around time lags and spatial disconnects between ecosystem service production and use, and lessons that can be learned from other research and cases.
Towards 'Resilient Cities' - Harmonisation of Spatial Planning Information as...Beniamino Murgante
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Towards 'Resilient Cities' - Harmonisation of Spatial Planning Information as...Beniamino Murgante
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3) Climate change affects physical, biochemical, and ecological conditions in the ocean and impacts human activities, requiring adaptations to be incorporated into marine spatial planning.
1. Integrated rural development projects from the 1960s-1970s and integrated conservation and development projects from the 1980s onward provide lessons for REDD+ project design. Both suffered from trying to accomplish too much too fast and a lack of understanding of local socio-political contexts.
2. Landscape-scale projects since the mid-1990s in places like the Congo Basin aim to balance conservation and development goals across larger geographies. They emphasize long timeframes, capacity building, and addressing threats at multiple scales.
3. Conditional cash transfer programs demonstrate the potential for incentives to change behaviors like education enrollment, but designing effective programs requires defining clear target populations and conditions.
This document provides an overview of a simulation game about marine spatial planning played at a workshop. It describes:
1) The objective of the game is to have participants from different countries develop draft marine spatial plans for an imaginary sea area considering various stakeholder interests and policy guidelines.
2) Participants take on roles as planners, businesses, scientists, journalists, and a game director to simulate the marine spatial planning process.
3) The game utilizes a digital map tool with spatial data layers for the players to incorporate into their marine spatial plans and share information.
4) The process involves countries developing individual plans then presenting them at a regional convention for discussion before finalizing plans for the entire sea area.
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The document outlines the Community Sustainability and Resiliency Special Initiative (CSR SI), which aims to facilitate sharing of urban environmental and societal data, information, and tools. The CSR SI has established an international forum for urban practitioners and policymakers to share best practices. Its expected outcomes within 5 years include building a common knowledge platform, connecting urban professionals globally, increasing capacity to use geospatial data/tools, and providing value to policymakers. Projects under the initiative work on developing frameworks and datasets to support urban planning and management.
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2. “For most of history, man has had to fight nature to
survive; in this century he is beginning to realize that, in
order to survive, he must protect it.” Jacques-Yves
Cousteau, (French Explorer, 1910-1997).
6. MSP Challenge core team
Lodewijk Abspoel,
Policy advisor I&M
Xander Keijser,
project leader RWS
Wouter Gotje, Imares Igor Mayer – project
leader, Moderator
Linda van Veen – User
design
Bas van Nuland–
Software development
7. about MSP Challenge 2050 game
“The Maritime Spatial Planning Challenge is an
interactive multiplayer serious game that gives maritime
spatial planners insight in the diverse challenges of
sustainable planning of human activities in the marine
and coastal ecosystem.”
8. about maritime spatial planning
EU marine strategy framework directive (MSFD) 2014
member states are required to make an initial ecological assessment of their waters in
respect of each marine region or sub region and then define measures, including MSP, to
achieve ‘good environmental status’ (GES)
Marine / Maritime Spatial Planning
cornerstone of the Commission's Blue Growth (BG) strategy and of Integrated Maritime
Policy. (…) It should (…) help establish coherent networks of Marine Protected Areas, for
which cooperation on planning across borders is essential, and ensure the participation of
all stakeholders in planning processes.’ (‘Maritime Affairs and Fisheries Newsroom,’ n.d.).
Maritime Spatial Planning (MSP) is about planning human activities in order to ensure their
efficiency and sustainability. This process involves stakeholders in a transparent way in the
planning of maritime activities.
13. MSP Challenge 2011
• Multi-player,
computer supported
role-playing game
about Integrated,
Eco-based Marine
Spatial Planning
• Based on the Baltic
case
• Played in Lisbon 2011
and Reykjavik 2013
• With around 60
players in each
session
14. Maritime Spatial Planning
Challenge 2050, North Sea Ed.
Multi-player, Computer
based simulation-game
about Integrated Maritime
Spatial Planning,
Based on accurate data
With multidimensional
visualizations and
feedback from simulation
models, s.a. Food Chain
Networked computer
interaction among 6
countries and 20 players
Launched in February
2014
15. Why play the game?
The objective of the simulation-game is to significantly contribute to policy learning and international
planning practices with regard to integrated (eco-based) Marine Spatial Planning.
What are possible futures for the North Sea (2050)?
What are the long term consequences of short term decisions?
What are important indicators for the effectiveness of MSP, and how do we monitor them?
What are the interdependencies of sectorial and national policies?
Where are the significant conflicts and trade-offs among competing economic activities?
Where and how can economic activities be combined or integrated?
Where are the cumulative effects of economic activities upon marine ecology?
Where are the ecologically vulnerable areas, and what can be done to protect them?
Where and how is cross national consultation and coordination needed?
What policies or institutions can be designed to make MSP more effective, more integrated, more sustainable?
What is the role of digital data and interactive planning tools in MSP?
…
16. Limitations
“A game is not a machine that can foresee the future or
deliver instant solutions.”
Nevertheless, playing the MSP game can deliver…
• Sketches and maps for further exploration
• Alternative scenarios with performance indicators
• Ideas for new policies or institutions
• Guidelines, procedures and principles for stakeholder or international consultation
• Data for further analysis
• Issues for a future research or policy agenda
17. Players’ assignment…
“Achieve Good Environmental Status (GES) and a prospering blue
economy for the North Sea in 2050 by taking measures for the
EEZ of your country, using the instruments of Marine / Maritime
Spatial Planning and with a specific eye onto European guidelines
and international consultation.
20. Game world
North sea
Norway
Denmark
Germany
Netherlands
England
Scotland
21. 2d to 3D zooming
zooming
animation
visualization
middle mouse click and
scroll
22. Function layers
18 functional layers
click and select one or
more
anchorages
aquaculture
cables
dredging
…
23. Ecology layers
areas of marine ecology
algea / plakton
shell fish
fish
marine mammals
24. design a marine spatial plan
functional, sectoral or
integrated
give it a name
select the appropriate
layers
select realization date
25. draw a plan
select the drawing icons
go to the designated area
draw the area by clicking
mouse
erase is delete
select one or more of the
to resize
copy past the area
26. draw a plan
draw the area by clicking
mouse
erase is delete
select one or more of the
to resize
copy past the area
detailed information
about the area by
hoovering mouse
28. Further reading…
1. Mayer, I. S., Zhou, Q., Lo, J., Abspoel, L., Keijser, X., Olsen, E., … Kannen,
A. (2013). Integrated, Ecosystem-based Marine Spatial Planning: Design
and Results of a Game-based Quasi-Experiment. Ocean and Coastal
Management, 82, 7–26. doi:dx.doi.org/10.1016/j.ocecoaman.2013.04.006
2. Zhou, Q. (2014). The Princess in the Castle Challenging Serious Game
Play for Integrated Policy Analysis and Planning. PhD thesis. TU Delft.
3. Mayer, I. S., Zhou, Q., Abspoel, L., & Keijser, X. (2014). Gaming the Future
of the Ocean: The Marine Spatial Planning Challenge 2050. In M. Ma
(Ed.), SGDA 2014, Serious Games Development and Applications, LNCS
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