|
Fahd Bin Malek Newaz, Aslak Wegner Eide, & Antoine Pultier. (2015). Supporting first responder in-field communication and navigation using head-mounted displays. In L. Palen, M. Buscher, T. Comes, & A. Hughes (Eds.), ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management. Kristiansand, Norway: University of Agder (UiA).
Abstract: This paper explores the added-value of using interactive head-mounted displays to support command and control of first responders during emergency response. Specifically, it describes and evaluates a prototype system that makes use of Google Glass to enable in-field receiving of information from a command center, as well as in-field navigation and video streaming. The viability and usefulness of the concept was evaluated through a set of end-user workshops and interviews. A small-scale experiment was also conducted to assess the efficiency of using head-mounted displays for in-field navigation, as compared to handheld devices. Findings from workshops and interviews suggest that head-mounted displays could be a valuable supplement to radio communication, with potential for reducing information misinterpretation, and for enhancing information quality. Results from the experiment indicate that head-mounted displays have the same level of efficiency as handheld devices when used for basic navigation tasks.
|
|
|
Michael E. Stiso, Aslak Wegner Eide, & Antoine Pultier. (2015). A foray into the use of serious games in controlled research on crisis management. In L. Palen, M. Buscher, T. Comes, & A. Hughes (Eds.), ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management. Kristiansand, Norway: University of Agder (UiA).
Abstract: Controlled experiments on crisis management could provide many insights into the human factors that lead to effective performance in the area. However, the challenge of establishing a controlled environment directly relevant to the chaotic settings in which crisis management occurs means that such experiments are scarce. Here, we describe our attempt to use a videogame (ARMA III) as a realistic but controllable environment for research in this domain. We successfully developed a testbed linking the game world to the front-end of a prototype command-and-control system, so that one can use the latter to monitor events in the former. However, when it came to developing controlled scenarios for the experiment, we discovered that too much realism can be a problem. This paper outlines the challenges we encountered and provides recommendations for researchers and game designers interested in the use of serious games in scientific research.
|
|