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Author (down) Telmo Zarraonandia; Victor A. Bañuls; Ignacio Aedo; Paloma Díaz; Murray Turoff pdf  isbn
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  Title A scenario-based virtual environment for supporting emergency training Type Conference Article
  Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014  
  Volume Issue Pages 597-601  
  Keywords Information systems; Learning systems; 3-D virtual environment; Cross-impact analysis; Design and implementations; Emergency situation; Emergency training; Scenarios; Serious games; Simulation exercise; Virtual reality  
  Abstract Simulation exercises are particularly popular for training in emergency situations. Exercises can vary in their degree of realism, complexity and level of stress, but they all try to reproduce a scenario of a real emergency so that each participant simulates the actions carried out for the role they should play. They not only support effective and situated learning, but they can also serve to improve the plan by allowing the identification of weak points and potential drawbacks in it. To facilitate the design and implementation of 3D virtual environments in which training exercises can be conducted, in this paper we propose to use the Cross-Impact Analysis technique in combination with an educational game platform called GRE. We also present a Simulation Authoring Tool that allows the designer to carry out the integration of the knowledge captured by means of Cross-Impact into the game designs that GRE can interpret.  
  Address Universidad Carlos III de Madrid, Spain; Universidad Pablo Olavide, Spain; New Jersey Institute of Technology, United States  
  Corporate Author Thesis  
  Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780692211946 Medium  
  Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 1139  
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Author (down) Soraia Felicio; Viviane S. R. Silva; André Dargains; Paulo Roberto Azevedo Souza; Felippe Sampaio; Paulo V. R. Carvalho; Jose Orlando Gomes; Marcos R. S. Borges pdf  isbn
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  Title Stop disasters game experiment with elementary school students in Rio de Janeiro: Building safety culture Type Conference Article
  Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014  
  Volume Issue Pages 585-591  
  Keywords Floods; Information systems; Learning systems; Risks; Surveys; Building safety; Educational game; Elementary schools; Emergence; Environmental problems; Mountain regions; Resilience; Serious games; Disasters  
  Abstract Currently, the city of Rio de Janeiro is is in total evidence, hosting important events such as the Pope's Francis' visit in 2013, the World Cup in 2014 and the Olympic Games in 2016. In order to make the population aware, of some environmental problems this article was produced to analyze what factors people consider dangerous. In 2011, Rio de Janeiro went through difficult times, caused by one of the biggest floods seen in the city which ended up partly destroying cities of the state's the mountain region. Kids from aged 10 to 13 years from a high school in Rio were invited to participate in a study and they had to answer questionnaires before and after playing the game. From the results obtained, we analyzed how the game “Stop Disasters” developed by the by the UN can help create awareness and learning on how to behave in flooding situations at an accelerated rate.  
  Address UFRJ, Brazil  
  Corporate Author Thesis  
  Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780692211946 Medium  
  Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 486  
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Author (down) Mario Rafael Ruíz Vargas; Paloma Díaz; Telmo Zarraonandia; Ignacio Aedo pdf  isbn
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  Title Safety villages: A computer game for raising children's awareness of risks Type Conference Article
  Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012  
  Volume Issue Pages  
  Keywords Computer games; Information systems; Learning systems; Rural areas; Educational computer game; Edutainment; Emergency educations; Emergency training; Interactive system; Education  
  Abstract Computer games have proved to be a valuable educational resource in many different areas from medicine to military training as well as specific training in emergency responses. Their motivational benefits also make them particularly suitable for training children. However, in order to enjoy the benefits that the use of computer games may report, it is necessary that the games resemble those which children play for fun, and that it offers an appropriate balance between its educational and entertainment purposes. In this paper we present an educational game called “Safety Villages” of the mini-game genre which aims to help raise children's awareness of emergencies and domestic risks. The design and implementation of the game has been carried out following strategies and integrating components usually present in games for entertainment. A preliminary evaluation of the game has shown a positive response in children, indicating that they can both learn and enjoy themselves while playing the game. © 2012 ISCRAM.  
  Address Computer Science Department, Universidad Carlos III de Madrid, Spain  
  Corporate Author Thesis  
  Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780864913326 Medium  
  Track Serious Games for Crisis Management Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 232  
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Author (down) Joris Field; Arjan Lemmers; Amy Rankin; Michael Morin pdf  isbn
openurl 
  Title Instructor tools for virtual training systems Type Conference Article
  Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012  
  Volume Issue Pages  
  Keywords Human resource management; Information systems; Personnel training; Planning; Crisis management; Planning process; Training exercise; Virtual training environments; Virtual training systems; E-learning  
  Abstract Crisis management exercises require a lot of preparation and planning to ensure that the training objectives are met. This is often a time consuming and expensive process and can be a major barrier to setting up frequent crisis management training sessions. The introduction of virtual training environments to supplement the live exercises enables the development of tools to support the instructors in their planning, management, observation and analysis of training exercises. This can simplify the planning process, and give instructors control over the configuration of the exercises to tailor them to the needs of individual trainees. In this paper we present a tool that supports instructors in the planning of virtual exercises, and can be used to provide templates for live exercises. This tool has been developed with ongoing feedback from instructors and crisis management personnel and forms part of a crisis management virtual training system. © 2012 ISCRAM.  
  Address National Aerospace Laboratory, NLR, Netherlands; Linköping University, Netherlands; VSL Systems, Netherlands  
  Corporate Author Thesis  
  Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780864913326 Medium  
  Track Serious Games for Crisis Management Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 106  
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Author (down) Heide Lukosch; Theo Van Ruijven; Alexander Verbraeck pdf  isbn
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  Title The other city – Designing a serious game for crisis training in close protection Type Conference Article
  Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012  
  Volume Issue Pages  
  Keywords Commerce; Information systems; Virtual reality; Close protection; Realism; Serious games; Urban environments; Virtual worlds; Design  
  Abstract Effective training methods are key to successful crisis management in close protection. This paper discusses the outcomes of a project on the development of a serious game, a virtual training environment for close protection. The aims of the game are to improve situational awareness and communications skills at the individual and team level. Two game designs, developed with two different game engines, are presented and discussed in relation to the project's objectives. Comparison of the two designs shows that several trade-offs are encountered when developing a training game with the available technology. Technological features of the game engines, and differences in time invested in the development of different aspects of the games, make that the two designs meet different project objectives. Simultaneously reaching all project objectives in a single design seems impossible with the two game engines. This paper discusses the different trade-offs that were encountered in the project and presents the major challenges that lie ahead. © 2012 ISCRAM.  
  Address Delft University of Technology, Netherlands  
  Corporate Author Thesis  
  Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780864913326 Medium  
  Track Serious Games for Crisis Management Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 158  
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Author (down) Daniel Link; Kenny Meesters; Bernd Hellingrath; Bartel A. Van De Walle pdf  isbn
openurl 
  Title Reference task-based design of crisis management games Type Conference Article
  Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014  
  Volume Issue Pages 592-596  
  Keywords Disaster prevention; Disasters; Information systems; Personnel training; Disaster management; Evaluation; Game design; Humanitarian logistics; Information anagement; Serious games; Design  
  Abstract Serious games are an effective tool for giving players a hands-on, immersive experience of crisis situations. To simplify the design of such games while ensuring their relevance, we propose a design method that is based on reference tasks. The feasibility of this approach is demonstrated by the improved design of the serious game “Disaster in my Backyard” that has been played during ISCRAM Summer school 2013. The design incorporates humanitarian logistics, search-and-rescue and coordination tasks. We also present the lessons learned from this instantiation of the game and give an outlook towards future research, such as the evaluation of tools for crisis response and management through the use of serious games and reference tasks.  
  Address University of Münster, Germany; Tilburg University, Netherlands  
  Corporate Author Thesis  
  Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780692211946 Medium  
  Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 26  
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Author (down) Anja Van Der Hulst; Rudy Boonekamp; Marc Van Den Homberg pdf  isbn
openurl 
  Title Field-testing a comprehensive approach simulation model Type Conference Article
  Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014  
  Volume Issue Pages 575-584  
  Keywords Information systems; Ca simulations; Comprehensive approach; Humanitarian crisis; Learning effects; Perceived realisms; Serious gaming; Simulation; Simulation model; Computer simulation  
  Abstract This paper describes the field tests of a simulation based game aiming at raising awareness and creating a deeper understanding of the dynamics of the comprehensive approach (CA). The setting of this game is that of a failed state where an UN intervention takes place after massive conflict that requires a CA to stabilize the situation. That is, the civil and military actors need to collaborate effectively, taking into account their respective strengths, mandates and roles. Underlying the game is the Go4it CA simulation Model (GCAM2.0). GCAM2.0 was extensively field-tested in eight sessions with about 16 persons each, aiming at assessment of the perceived realism and learning effects. It was found to provide a sufficiently authentic experience to obtain awareness of the CA in novices. With regard to improving the deeper understanding of the dynamics and complexity of the CA, in a cooperation-oriented setting only deeper learning can be reached.  
  Address TNO, Netherlands  
  Corporate Author Thesis  
  Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780692211946 Medium  
  Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 1040  
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