Alexandre Ahmad, Olivier Balet, Jesse Himmelstein, Arjen Boin, Maaike Schaap, Paolo Brivio, et al. (2012). Interactive simulation technology for crisis management and training: The INDIGO project. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
Abstract: To face the urgent need to train strategic and operational managers in dealing with complex crises, we are researching and developing an innovative decision support system to be used for crisis management and interactive crisis training. This paper provides an overview of current decision-support systems, simulation software and other technologies specifically designed to serve crisis managers. These findings inform the design of a new interactive simulation technology system, where a 3D Common Operational Picture (COP) is shared between tactile digital whiteboard in the command center and mobile devices in the field. © 2012 ISCRAM.
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Amanda Jaber, Björn Johan Erik Johansson, Linnea Bergsten, Joeri Laere van, & Peter Berggren. (2019). Evaluating the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS). In Z. Franco, J. J. González, & J. H. Canós (Eds.), Proceedings of the 16th International Conference on Information Systems for Crisis Response And Management. Valencia, Spain: Iscram.
Abstract: This work in progress paper presents an initial evaluation of the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS) conducted in a crisis response simulation project. TRAMS is designed to assess the resilience of crisis response teams. The TRAMS observation protocol uses six core resilience functions from the Systemic Resilience Model as its theoretical foundation. Three independent observers used the protocol during a pilot study and six actual simulation games. Strategies relating to three out of six core resilience functions could be identified. The observations made were distributed similarly among the observers, indicating that the components of the TRAMS protocol are stable enough to continue developing the protocol. This study describes changes made to the protocol since the original design, and describes how the strategies relating to the six core resilience functions can be identified in the simulation games.
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Andrew J. Hampton, Shreyansh Bhatt, Alan Smith, Jeremy Brunn, Hemant Purohit, Valerie L. Shalin, et al. (2017). Constructing Synthetic Social Media Stimuli for an Emergency Preparedness Functional Exercise. In eds Aurélie Montarnal Matthieu Lauras Chihab Hanachi F. B. Tina Comes (Ed.), Proceedings of the 14th International Conference on Information Systems for Crisis Response And Management (pp. 181–189). Albi, France: Iscram.
Abstract: This paper details the creation of a massive (over 32,000 messages) artificially constructed 'Twitter' microblog stream for a regional emergency preparedness functional exercise. By combining microblog conversion, manual production, and a control set, we created a web-based information stream providing valid, misleading, and irrelevant information to public information officers (PIOs) representing hospitals, fire departments, the local Red Cross, and city and county government officials. Addressing the challenges in constructing this corpus constitutes an important step in providing experimental evidence that complements observational study, necessary for designing effective social media tools for the emergency response setting. Preliminary results in the context of an emergency preparedness exercise suggest how social media can participate in the work practice of a PIO concerning the assessment of the disaster and the dissemination of information within the emergency response organization and to the public.
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Laura Ardila, Israel Perez-Llopis, Carlos E. Palau, & Manuel Esteve. (2013). Virtual reality training environment for strategic and tactical emergency operations. In J. Geldermann and T. Müller S. Fortier F. F. T. Comes (Ed.), ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management (pp. 140–144). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: The application of Information and Communication Technologies in emergency management environments is a challenging research topic; particularly, the applicability of C4ISR (Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance) systems specifically designed for these environments. A key aspect in emergency management is the training of operatives at all levels, from intervention to operational, including tactical command and control. Virtual reality is widely used for training and learning purposes, but the interaction of real and virtual worlds with new standards (i.e. MPEG-V), going a step further from the traditional approach to create virtual environments based in expensive simulation dedicated equipment and allowing data streaming between both worlds, has not yet been exploited in training for emergency management. This paper proposes an architecture for a C4ISR training system providing interoperability between real and virtual worlds using the MPEG-V standard and allowing simultaneous and real time training of both real and virtual units.
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Viveca Asproth, Erik A.M. Borglund, & Lena-Maria Öberg. (2013). Exercises for crisis management training in intra-organizational settings. In J. Geldermann and T. Müller S. Fortier F. F. T. Comes (Ed.), ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management (pp. 105–109). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: In this article the focus is how to train collaboration and communication between emergency authorities in two countries (Norway and Sweden) by using a web-based tool supporting tabletop like exercises. The exercises are accomplished in three steps: Scenario design; exercise design and realization; and evaluation to examine the results of the exercises and for feedback to new scenario designs. The software ties all three steps together. The process is iterative, and involves users from each emergency authority. The preliminary results after two years show that the approach is promising. To be able to better foresee what will happen during an exercise the need for a simulator has appeared as one desirable and possible direction for further research.
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Aurélie Congès, Frédérick Bénaben, Olivier Pierre, Francis Savic, Olivier Chabiron, & Matthieu Lauras. (2019). On the usage of Virtual Reality for Crisis Management exercises in Critical Industrial Sites. In Z. Franco, J. J. González, & J. H. Canós (Eds.), Proceedings of the 16th International Conference on Information Systems for Crisis Response And Management. Valencia, Spain: Iscram.
Abstract: EGCERSIS is a starting research program aiming at defining a virtual collaborative training space for crisis management. It should provide the users (first and second aid, firefighters, etc.) with a way to virtually perform operational and strategic tasks of crisis management in digital twins of critical infrastructures. The training system is structured according to four main components: (i) protocol and tools for digital twins generation, (ii) scenario editor dedicated to defining crisis use-cases within the modeled digital twins, (iii) integration with the technological crisis management platform (RIO-Suite), and (iv) monitoring component in charge of the continuous edition of dashboards (real-time and afterward). The main expected benefit of the EGCERSIS program is to create a breakthrough in the way training and exercises are performed in critical sites.
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Victor A. Bañuls, Murray Turoff, & Starr Roxanne Hiltz. (2012). Supporting collaborative scenario analysis through Cross-Impact. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
Abstract: Scenarios can enhance the understanding of emergency teams about the factors which are involved in the definition of an emergency plan and how different actors participate in it. Cross-Impact Analysis aims at contributing to this goal through allowing the collaborative development of scenarios out of large event sets, and this ultimately reduces the complexity for estimating a working model. In this paper we analyze how to apply Cross-Impact Analysis for developing collaborative scenarios in Emergency Preparedness. In order to illustrate this research effort hypothetical results of a dirty bomb attack scenario exercise are presented. The purpose of this exercise is to demonstrate the ability of a group to create a working model of the scenario that may be used to examine the consequences of various assumptions about preparedness, plans, and the actions taken during the event. The method may be used as either a planning tool and/or a training tool. © 2012 ISCRAM.
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Jane Barnett, William Wong, David Westley, Rick Adderley, & Michelle Smith. (2011). Startle points: A proposed framework for identifying situational cues, and developing realistic emergency training scenarios. In E. Portela L. S. M.A. Santos (Ed.), 8th International Conference on Information Systems for Crisis Response and Management: From Early-Warning Systems to Preparedness and Training, ISCRAM 2011. Lisbon: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Real-world crises are not prescriptive and may contain unexpected events, described here as startle points. Including these events in emergency training simulator scenarios is crucial in order to prepare for startle points that may arise in the real world. Startle points occur when individuals who assess and monitor emergency scenarios, are suddenly faced with an unexpected event, and are unsure how to proceed. This paper offers a non-empirical framework that explores how cues generated by startle points affect decision making. Future research will use the framework to explore how experts and novices experience, and then adapt to startle points, as a function of decision mode, situation awareness, and emotional arousal. The resulting data can then be used to identify cues surrounding startle points and as a consequence, create dynamic scenarios for online training simulators so that individuals can prepare and adapt to them, and transfer acquired skills to real-world emergencies.
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T. Benjamins, & Leon J.M. Rothkrantz. (2007). Interactive simulation in crisis management. In K. Nieuwenhuis P. B. B. Van de Walle (Ed.), Intelligent Human Computer Systems for Crisis Response and Management, ISCRAM 2007 Academic Proceedings Papers (pp. 571–580). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Experiments in crisis management are expensive and difficult to realize. There is also a lack of training facilities in real crisis environments. Serious games and simulation can provide an alternative. We developed a system which enables interactive simulation for crisis management. It is called IMACSIM (Interactive Multi Agent Crisis Simulator Interpreter and Monitor). It is composed of the following components: First a software based platform for dynamic simulating of disasters. Next an event generator which can generate different crises situations. We designed a communication infrastructure that allows agents participants in the simulation to exchange messages. Every agent is able to observe the results of crisis events, process these events and initiate appropriate actions via a waypoint system. The decision making process is distributed among autonomous agents. Some actions may have an impact on the event generator, so there is an interaction between agents and event generator. We developed a first prototype. The design and test results will be described in this paper.
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Berggren, P., Ryrberg, T., Lindhagen, A., & Johansson, B. (2023). Building capacity – conceptualizing Training of Trainers. In Jaziar Radianti, Ioannis Dokas, Nicolas Lalone, & Deepak Khazanchi (Eds.), Proceedings of the 20th International ISCRAM Conference (pp. 701–710). Omaha, USA: University of Nebraska at Omaha.
Abstract: Many organizations train and educate their staff to prepare for crisis. One approach is train-the-trainer (ToT; Training of trainers) concept. It is based on the idea that someone can be trained as a trainer, who in turn train their colleagues. The philosophy resembles a pyramid scheme that allows for a fast and efficient spread of knowledge and skills. This study focused on perceptions of the ToT concept through interviews with ToT trainers. Two learning theories, organizational learning (4I) and experiential learning theory (ELT) were used to conceptualize the ToT-concept. It was found that the ToT-concept can be used as the method to conduct ELT to achieve organizational learning and knowledge (4I). Furthermore, the study also presents how participants perceives ToT using thematic analysis. This resulted in four themes: Common understanding of ToT, Learn-by doing, No grounding in ToT, and Difficult to ensure quality.
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Björn Johan Erik Johansson, Joeri van Laere, & Peter Berggren. (2018). Evaluating Team Resilience in Simulator-Based Crisis Management Training. In Kees Boersma, & Brian Tomaszeski (Eds.), ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management (pp. 914–923). Rochester, NY (USA): Rochester Institute of Technology.
Abstract: Currently, there is a lack of assessment approaches for evaluation of resilient capabilities in simulation games. This paper presents work-in-progress to create such an instrument to be used in crisis management simulation games for the fuel, food, and finance sectors. The “Team Resilience Assessment Method for Simulation” (TRAMS) is based on the Systemic Resilience Model and departs from the assumption that resilient crisis management teams will be able to develop strategies for assuring that anticipation, monitoring, response, recovery, and learning are established and maintained in their respective organizations as well as in the crisis management team. A prototype version of the TRAMS, based on the experiences of representatives from the involved sectors and firmly related to resilience theory, is presented and discussed. The TRAMS instrument will be tested in 30 planned simulations games including participants from the fuel, food, and finance sectors.
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Eric F. T. Buiël, & Jan Lubbers. (2007). Educational agents for the training of tunnel operators. In K. Nieuwenhuis P. B. B. Van de Walle (Ed.), Intelligent Human Computer Systems for Crisis Response and Management, ISCRAM 2007 Academic Proceedings Papers (pp. 545–550). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The tunnel operator monitors and regulates the flow of traffic inside a tunnel, and takes actions in case an incident occurs. TNO has developed a training simulator that enables the operator to train incident situations. We are currently improving the simulator by developing intelligent agents that support a qualified operator, who trains himself, without the presence of a human instructor. This paper provides an overview of research activities in this project. In particular, it describes two types of educational agents, the authoritative instructor agent and the non-authoritative companion agent.
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Bruce D. Campbell, Konrad E. Schroder, & Chris E. Weaver. (2010). RimSim visualization : An interactive tool for post-event sense making of a first response effort. In C. Zobel B. T. S. French (Ed.), ISCRAM 2010 – 7th International Conference on Information Systems for Crisis Response and Management: Defining Crisis Management 3.0, Proceedings. Seattle, WA: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Upon developing a software agent-based simulator for training roles in emergency response scenarios, the PARVAC team at the University of Washington has pursued building a tool for better investigative review and insight generation on the performance of an emergency response game session team. While our RimSim Response software included the opportunity to re-run a simulated team performance in order to review player and agent behavior, we did not provide our trainees the ability to visually query their performance outside of a sequential review of the emergency response effort. By integrating our RSR visualization components with an existing visual query software package called Improvise, we were able to construct highly-coordinated visualizations of our data model for the ability to apply a sense making approach in the investigation of live player and software agent-based behavior – both as individual players and as combinations of players working on tasks associated with an emergency response scenario. The resultant tool is now our primary visualization tool for discussing first responder team performance and supports the overall RSR objective of training teams to make the most effective, recognition-primed decisions when a real emergency crisis occurs in their community. This paper reviews our visualization tool and demonstrates its use.
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Cecilia Hammar Wijkmark, & Ilona Heldal. (2020). Virtual and Live Simulation-Based Training for Incident Commanders. In Amanda Hughes, Fiona McNeill, & Christopher W. Zobel (Eds.), ISCRAM 2020 Conference Proceedings – 17th International Conference on Information Systems for Crisis Response and Management (pp. 1154–1162). Blacksburg, VA (USA): Virginia Tech.
Abstract: Computer and virtual simulation-based training (CST) offer several benefits for emergency response and management preparedness. However, organizations responsible for training are often hesitant to use CST, based on cost and perceived lack of benefit when compared to live simulation training (LST). This paper investigates how CST can complement LST, and how it contributes to achieving the necessary learning objectives for level one fire and rescue service incident commanders (ICs). Data and examples come from an experimental study with students from different fire and rescue services trained in the role of the IC in LST and CST, in a similar scenario. Results show the cost and benefits of the CST implementation based on evaluations from learners, instructors and responsible managers. Participants had a positive attitude towards using virtual simulations, but the results also point to barriers regarding the suitable design of learning scenarios and implementation.
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Cecilia Hammar Wijkmark, Ilona Heldal, & Maria-Monika Metallinou. (2021). Experiencing Immersive VR Simulation for Firefighter Skills Training. In Anouck Adrot, Rob Grace, Kathleen Moore, & Christopher W. Zobel (Eds.), ISCRAM 2021 Conference Proceedings – 18th International Conference on Information Systems for Crisis Response and Management (pp. 913–921). Blacksburg, VA (USA): Virginia Tech.
Abstract: Virtual Reality (VR) technology has gained interest for training in many domains, including firefighter education and training. However, there is hesitation in accepting immersive VR technology, especially for skills training. This paper examines the results from a field study investigating how first-time users experience immersive VR comparing with hot fire live simulation (HF-LS) training, a training involving several human senses. This study included nineteen firefighter students, eight instructors, and seven experienced firefighters using a VR technology simulating fire, smoke, heat, and via haptic feedback hose and pressure experiences. Data investigating user experiences were collected through questionnaires and observations. The results show that experienced firefighters valued the training using this VR technology higher than students. Further findings illustrate a difference between different user groups regarding expectations on the realism of simulated representations. For example, the visual realism of the smoke and the fire was more appreciated by experienced firefighters than students and instructors.
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Christine Adler, Werner Sauter, Jona Meyer, Maria Hagl, & Margit Raich. (2015). First Steps in the Development of an Internet-based Learning Platform for Strategic Crisis Managers. 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: Based on interviews with European crisis managers and other stakeholders, we identified specific learning requirements regarding psycho-social support in disaster management. This paper describes the process of developing a learning environment specifically for disaster managers with strategic responsibilities. Focusing on competence development, the underlying concept emphasizes peer-like exchanges and self-directed learning rather than passive, externally organized training methods. For that purpose a web-based learning platform is being developed in combination with competence development modules tailored to the needs of crisis managers. The envisioned learning platform utilizes blended learning and social learning concepts and technologies to facilitate knowledge building, adapted and customized to the needs of the crisis managers. End-user requirements will be individually assessed in order to generate up-to-date content while considering the wider EU-context.
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Simone De Kleermaeker, Annette Zijderveld, & Bart Thonus. (2011). Training for crisis response with serious games based on early warning systems. In E. Portela L. S. M.A. Santos (Ed.), 8th International Conference on Information Systems for Crisis Response and Management: From Early-Warning Systems to Preparedness and Training, ISCRAM 2011. Lisbon: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: This paper discusses serious games developed as part of a training program developed for a Dutch crisis response group, which acts during a (potential) flooding crisis. Training in general contributes to a wide range of learning objectives and can address different target audiences. For each combination of learning objective and target audience, the proper form of education has to be selected, ranging from self-tuition to large scale multi-party training and exercises. Serious games can be a useful and educational addition to the set of existing training tools. For operational crisis response groups a high match with real-time warning systems is essential. Our approach shows how to integrate both serious games and early warning systems for effective training and exercises. We end with our lessons learned in designing serious games based on early warning systems, in the context of a training program for a crisis response group.
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Lisette De Koning, Van Buul-Besselink, K., Dianne Van Hemert, Mirjam Huis In 'T Veld, Kees Van Dongen, & Rosie Paulissen. (2012). MIRROR: Improving coordination in multidisciplinary crisis management teams. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
Abstract: In crisis situations different organizations have to cooperate to gain shared situation awareness and to take accurate decisions. However, several evaluation studies of crisis mitigation processes indicate that it is hard to effectively coordinate efforts of all organizations involved. The goal of our project is to improve coordination in crisis management teams, by improving the interaction processes in a crisis management team. The project consists of two main steps. First, the development of MIRROR, i.e. an overview of 16 relevant factors that influence team interaction. Second, the development of a training based on MIRROR. We expect MIRROR and its training module to be a useful tool for team members of crisis teams. In addition, MIRROR has the advantage that it can be applied in non-crisis teams, during daily situations, as well. This enlarges the chances for potential team members of crisis teams to increase their team interactions skills. © 2012 ISCRAM.
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Devin Hayes Ellis. (2015). On Message: Using an Online Interactive Simulation to Train Crisis Communicators. 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: Crisis communication research emphasizes the necessity for organized, informed, and effective strategies when engaging audiences. However it is often difficult to apply best practices from academic literature in real life situations. One way to bridge this gap is with an interactive simulation, which lets participants to test their ability to operate in a crisis. This paper describes the creation and implementation of an online crisis communication simulation developed for the Department of Homeland Security (DHS). The simulation uses a server-side software platform called ICONSnet?, which allows complexity in its design with both minimal overhead costs and human facilitation difficulties.
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Julie Dugdale, Bernard Pavard, Nico Pallamin, Mehdi El Jed, & Laurent Maugan. (2004). Emergency fire incident training in a virtual world. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2004 – 1st International Workshop on Information Systems for Crisis Response and Management (pp. 167–172). Brussels: Royal Flemish Academy of Belgium.
Abstract: The effectiveness of 'close to reality' training simulations is due to the fact that they provide a sense of immersion and allow several participants to interact naturally. However, they are expensive, time-consuming, difficult to organise and have a limited scope. We present a virtual reality training simulator which overcomes these disadvantages. We describe the approach and methodology and conclude with a discussion of the most crucial challenges when developing such a system. In this paper we would like to introduce the notion of cultural technologies which produce a sense of social as well as cultural immersion. We will discuss the main ingredients of such an immersion, in particular the notion of situated virtual interaction (how interactions in a virtual world can be comparable with human interactions in real situations). We also discuss on the role of interfaces (real time motion capture) and emotional expression in the design of such environments. © Proceedings ISCRAM 2004.
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Nour El Mawas, & Jean-Pierre Cahier. (2013). Towards a knowledge-intensive serious game for training emergency medical services. In J. Geldermann and T. Müller S. Fortier F. F. T. Comes (Ed.), ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management (pp. 135–139). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: In the preparedness activity for disasters and emergency management, serious games can help in training medical first responders by providing emergency simulations which are always available, safer and cheaper than real-world simulations. However, serious games for training emergency medical services (EMS) must take into account the presence of different actors in crisis situation like police and firefighters and the high volume of (medical as well as non-medical) expert knowledge. The aim of our approach is not only to acquire technical skills but also to develop the capability to act, to cooperate and coordinate in non-procedurally previewed emergency situations. This paper proposes both (i) a detailed prototype of a serious game's scenario that supports instructors in the training in EMS and (ii) an adaptive infrastructure A.R.G.I.L.E (Architecture for Representations, Games, Interactions, and Learning among Experts). We illustrate our ideas on an example of a complex road accident. This work is done with the collaboration of a Hospital Emergency Department implied with us in a R&D project.
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Hagen Engelmann, & Frank Fiedrich. (2009). DMT-EOC – A combined system for the decision support and training of EOC members. In S. J. J. Landgren (Ed.), ISCRAM 2009 – 6th International Conference on Information Systems for Crisis Response and Management: Boundary Spanning Initiatives and New Perspectives. Gothenburg: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The first hours after a disaster are essential to minimizing the loss of life. The chance for survival in the debris of a collapsed building for example decreases considerably after 72 hours. However the available information in the first hours after a disaster is limited, uncertain and dynamically changing. A goal in the development of the Disaster Management Tool (DMT) was to support the management of this situation. Its module DMT-EOC specifically deals with problems of the members in an emergency operation centre (EOC) by providing a training environment for computer based table top exercises and assistance during earthquake disasters. The system is based on a flexible and extendible architecture that integrates different concepts and programming interfaces. It contains a simulation for training exercises and the evaluation of decisions during disaster response. A decision support implemented as a multi-agent system (MAS) combines operation research approaches and rule-base evaluation for advice giving and criticising user decisions. The user interface is based on a workflow model which mixes naturalistic with analytic decision-making. The paper gives an overview of the models behind the system components, describes their implementation, and the testing of the resulting system.
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Joris Field, Arjan Lemmers, Amy Rankin, & Michael Morin. (2012). Instructor tools for virtual training systems. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
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.
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FREALLE Noémie, TENA-CHOLLET Florian, & SAUVAGNARGUES Sophie. (2017). The key role of animation in the execution of crisis management exercises. In eds Aurélie Montarnal Matthieu Lauras Chihab Hanachi F. B. Tina Comes (Ed.), Proceedings of the 14th International Conference on Information Systems for Crisis Response And Management (pp. 916–928). Albi, France: Iscram.
Abstract: The organizers of crisis management exercises want scenario credible and pedagogical from the beginning until the end. For this reason, they call on an animation team that can use different communication channels. The aim of this article is to understand the different types of animation by analyzing the professional experience of the facilitators and the type of casting that can be done. Finally, a definition of four levels of animation is proposed. These levels are associated with different types of messages and rhythm settings. The main objective is to improve the execution of the scenario during a crisis management training.
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Elizabeth Avery Gomez. (2008). Crisis response communication management: Increasing message clarity with training over time. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 368–375). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The characteristics of a crisis cannot be predicted and no two crises are alike. The responders in a crisis also vary creating two axis of uncertainty that inhibit rapid and accurate scope definition of a crisis. How and what a responder chooses to communicate in a crisis can impact subsequent response efforts placing importance on the clarity and cohesion of information exchange. Training and increased practice of clear and accurate message content between responders is proposed to improve the situation details needed for rapid scope identification. SMS text-messaging is one viable, mobile interoperable communication technology, accessible for everyday use. This research studies message content exchanged between responders and begins with the message-prompt to message-response relationship during crisis response training. A web-enabled training application has been designed to simulate two-way SMS text-message exchange and captures communication responses based on defined task prompts. Leveraging Speech Act Theory and the use of plain language protocols for communication exchange, the SMS text-message responses are assessed for ongoing training and practice.
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