TY - GEN
T1 - Entertainment computing in the Orbit
AU - Rauterberg, G.W.M.
AU - Neerincx, M.A.
AU - Tuyls, K.P.
AU - Loon, van, J.J.W.A.
PY - 2008
Y1 - 2008
N2 - During ultra long space missions (i.e. to Mars), the isolated space environment affects a number of physiological, psychosocial and mental processes critically involved in human performance, and it is vital to missions’ success to understand the psychological limits. Past experiences in space have shown that the mental health of a crew can have a great effect on the success or failure of a mission. Latent and overt stress factors are mental strain, interpersonal problems, and lack of capability to rescue crew members, isolation, monotony, and tedium of life aboard an autonomous shuttle. Abstract These issues develop very slowly over time and are very difficult to detect and remedy for observers on the ground. E.g. long-term isolation can lead to sleep deprivation, depression, irritability, anxiety, impaired cognition, and even hostility. Providing astronauts with entertainment
products can help to maintain the mental health of the crew. The results of this project will deepen the understanding of intra- and inter-individual crew behaviour and related performance, and provide the technical platform for a new type of crew assistance tools based on multi-user computer games.
AB - During ultra long space missions (i.e. to Mars), the isolated space environment affects a number of physiological, psychosocial and mental processes critically involved in human performance, and it is vital to missions’ success to understand the psychological limits. Past experiences in space have shown that the mental health of a crew can have a great effect on the success or failure of a mission. Latent and overt stress factors are mental strain, interpersonal problems, and lack of capability to rescue crew members, isolation, monotony, and tedium of life aboard an autonomous shuttle. Abstract These issues develop very slowly over time and are very difficult to detect and remedy for observers on the ground. E.g. long-term isolation can lead to sleep deprivation, depression, irritability, anxiety, impaired cognition, and even hostility. Providing astronauts with entertainment
products can help to maintain the mental health of the crew. The results of this project will deepen the understanding of intra- and inter-individual crew behaviour and related performance, and provide the technical platform for a new type of crew assistance tools based on multi-user computer games.
U2 - 10.1007/978-0-387-09701-5_6
DO - 10.1007/978-0-387-09701-5_6
M3 - Conference contribution
SN - 978-0-387-09700-8
T3 - IFIP Conference Proceedings
SP - 59
EP - 70
BT - Proceedings of New Frontiers for Entertainment Computing
A2 - Ciancarini, P.
A2 - Nakatsu, R.
A2 - Rauterberg, G.W.M.
A2 - Roccetti, M.
PB - Springer
CY - Boston
T2 - conference; New Frontiers for Entertainment Computing
Y2 - 1 January 2008
ER -