In order to best inspire people we need to understand what works and what does not. We actively engage in research to help us improve our activities and to share this knowledge with others. Below you can find out more about some of our research projects and outputs.
Flash Flood! (Chris Skinner – Natural Environment Research Council programme Flooding from Intense Rainfall).
We evaluated the ability of Flash Flood! to use game-based activities, virtual reality, and science festivals to give people a positive experience of flooding and geomorphology research, that would leave them wanting to learn more. The results showed that 95% of people reported a positive experience and the majority wanted to learn more.
Skinner, C.: Flash Flood!: a SeriousGeoGames activity combining science festivals, video games, and virtual reality with research data for communicating flood risk and geomorphology, Geosci. Commun., 3, 1–17, https://doi.org/10.5194/gc-3-1-2020, 2020.
By Tide of Humber (Arts and Humanities Research Council programme XR Stories)
This project wass led by Stewart Mottram and Briony McDonagh at the University of Hull, with SeriousGeoGames and Betajester. The project virtually reconstructed seventeenth century Hull from the time of poet Andrew Marvell to show how storms surges and flooding might have impacted the city at that time. The output is a virtual reality application for people to explore historic Hull and the 360 video below.
You can find out more on the XR Stories website.
Resilience (Kelly Stanford – Energy and Environment Institute)
Games and sci-art have both been shown to be great ways to engage people with science and research. Both are very popular. This project explores whether the combination of both mediums can improve this engagement through the production of a card game featuring different levels of art. Resilience will be used to increase awareness of the complexities of flood management.
You can found out more about the Resilience game on its own website.