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Simone De Kleermaeker, & Loana Arentz. (2012). Serious gaming intraining for crisis response. 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 this practitioner report, we present the experiences with the use of the serious game Water Coach in a national training for crisis response professionals in the Netherlands. This paper describes the set-up of the training and its learning objectives. We explain the usability of the Water Coach in such a training and the extended functionalities that were required. Finally, the evaluation of the training, in which we focus on the added value of a serious game in the training for crisis response, is presented. © 2012 ISCRAM.
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Kip Smith, & Ida Lindgren. (2010). Predicting group faultlines in multinational crisis response teams. 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: Education in crisis response traditionally includes formal field exercises that attempt to replicate to some extent the chaos and complexity of an emergency situation. Part of the complexity facing multinational teams of crisis response professionals is diversity within the team itself. In this paper we discuss the group faultline model of diversity and its impact on team performance. Faultlines exist wherever there is diversity. When faultlines become active – And only when they become active – They form barriers to team cohesion and impediments to team performance. We propose that it is eminently feasible to develop a toolkit that managers of multinational crisis response teams can use to identify and span group faultlines. We identify two classes of tools. The first is a questionnaire that elicits information that can be used to (1) infer faultline length and to predict the relative likelihood of activation, and (2) identify (individual) team members who can span a ruptured faultline and facilitate team cohesion. The identification suggests appropriate actions that the instructor can take to help the team bridge the rift. The second tool in the kit is a checklist of defensive routines – policies and actions that attempt to save face – That can be used to identify faultline rupture. We are currently working at developing the tools in this toolkit.
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Min Song, & Peishih Chang. (2008). Automatic extraction of abbreviation for emergency management websites. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 93–100). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: In this paper we present a novel approach to reduce information proliferation and aid better information structure by automatically generating extraction of abbreviation for emergency management websites. 5.7 Giga Byte web data from 624 emergency management related web sites is collected and a list of acronyms is automatically generated by proposed system (AbbrevExtractor). Being the first attempt of applying abbreviation extraction to the field, this work is expected to provide comprehensive and timely information for emergency management communities in emergency preparedness, training and education. Future work is likely to involve more data collection and intelligent text analysis for dynamically maintaining and updating the list of acronyms and abbreviations.
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Steen-Tveit, K., Snaprud, M. H., Heinecke, J. E., & Fure Nora. (2023). Towards a Co-Created Emergency Management Collaboration Repository. In Jaziar Radianti, Ioannis Dokas, Nicolas Lalone, & Deepak Khazanchi (Eds.), Proceedings of the 20th International ISCRAM Conference (pp. 20–32). Omaha, USA: University of Nebraska at Omaha.
Abstract: The need for information systems (ISs) to aid emergency management (EM) has been well established. Yet, despite the acknowledged benefits of ISs for EM, the support of ISs in the preparedness phase is weak. Complex EM operations require coordinated efforts across emergency organizations, which are facing enormous challenges related to the method of collaboration to cope with the impact. This paper presents an ongoing project initiated to develop an emergency management collaboration repository for a range of emergency responders, focusing on emergency cross-organizational collaboration, information sharing, exercises, and evaluations. A participatory design approach was applied for the system requirements elicitation and was carried out in two workshops with several EM stakeholders.
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Siegfried Streufert. (2005). Emergency decision making and metacomplexity. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2005 – 2nd International Conference on Information Systems for Crisis Response and Management (pp. 67–73). Brussels: Royal Flemish Academy of Belgium.
Abstract: It is important to understand the cognitive processes underlying emergency decision-making. Cognitive/behavioral complexity theory has successfully predicted human decision making characteristics on a number of dimensions and for a variety of settings. Moreover, theory based training technologies have been successful. The advent of meta-complexity theory as well as the increased stressor levels generated by terrorism and other contemporary challenges, however, require that we review and extend theoretical predictions for decision processes. This paper provides a series of meta-complexity based predictions about the impact of stressor events upon nine primary decision making areas that vary from simpler trough highly complex thought and action processes.
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Sultan A. Alharthi, Nick LaLone, Ahmed S. Khalaf, Ruth Torres, Lennart Nacke, Igor Dolgov, et al. (2018). Practical Insights into the Design of Future Disaster Response Training Simulations. In Kees Boersma, & Brian Tomaszeski (Eds.), ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management (pp. 818–830). Rochester, NY (USA): Rochester Institute of Technology.
Abstract: A primary component of disaster response is training. These educational exercises provide responders with the knowledge and skills needed to be prepared when disasters happen. However, traditional training methods, such as high-fidelity simulations (e.g., real-life drills) and classroom courses, may fall short of providing effective and cost-efficient training that is needed for today's challenges. Advances in technology open a wide range of opportunities for training using computer-mediated simulations and exercises. These exercises include the use of mixed reality games and wearable computers. Existing studies report on the usefulness of these technologies for training purposes. This review paper synthesizes prior research and development of disaster response simulations and identifies challenges, opportunities, and lessons learned. Through this review, we provide researchers and designers with an overview of current practices in designing training simulations and contribute practical insights into the design of future disaster response training.
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Marcel Van Berlo, Richelle Van Rijk, & Eric F. T. Buiël. (2005). A PC-based virtual environment for training team decision-making in high-risk situations. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2005 – 2nd International Conference on Information Systems for Crisis Response and Management (pp. 195–200). Brussels: Royal Flemish Academy of Belgium.
Abstract: Live team training of firefighters has several disadvantages. Firstly, it is costly because many team members and training staff are involved. Secondly, not all team members have the same competency level, and some individuals may just not be ready to train in a team context. Thirdly, live training in high-risk situations is difficult and dangerous. Consequently, critical situations can not be trained adequately. Following a scenario-based and a rapid prototyping approach, we are designing and developing a pc-based virtual training environment to train individual firefighters in making decisions in a team context operating in high-risk situations. This individual training program can better prepare the firefighters for live training, enhancing the effectiveness and efficiency of these team-training exercises. In this paper we describe the training-method, we outline how this is technologically implemented and discuss how we are planning to test the prototype.
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Joeri Van Laere, Jessica Lindblom, & Tarja Susi. (2007). Requirements for emergency management training from a 'passion for failures' perspective. 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. 449–456). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Swedish municipalities are stimulated to conduct emergency management exercises in addition to developing crisis plans. These exercises tend to be grounded in an instrumental philosophy. There is too much focus on doing the exercise and too little attention for the implementation of lessons learned afterwards. A common experience is that the same 'mistakes' are discovered again and again in yearly exercises. Furthermore there is a paradoxical balance between empowering the organization in its learning process (positive feedback) and revealing the failures (negative feedback). In this paper we reflect on the learning process in a Swedish municipality in 2006 where two emergency management exercises were held and where a minor and a major crisis occurred during the year. We argue that the longitudinal learning process should be the focus in stead of ad hoc exercises. In addition we develop some requirements for emergency management training from a 'passion for failures' perspective.
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Richelle Van Rijk, & Marcel Van Berlo. (2004). Using CrisisKit and MOPED to improve emergency management team training. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2004 – 1st International Workshop on Information Systems for Crisis Response and Management (pp. 161–166). Brussels: Royal Flemish Academy of Belgium.
Abstract: In order to reduce the effects of a disaster, people in the emergency management organization have to be trained. In recent years training emergency management teams has become a bigger issue. A realistic and effective training of emergency management teams however is a difficult matter. We search for ways to improve this kind of training and to reduce the costs. In this paper two tools that can be used to improve emergency management training, CrisisKit and MOPED, will be discussed. © Proceedings ISCRAM 2004.
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Mario Rafael Ruíz Vargas, Paloma Díaz, Telmo Zarraonandia, & Ignacio Aedo. (2012). Safety villages: A computer game for raising children's awareness of risks. 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: 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.
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Gerhard Wickler, Austin Tate, & Stephen Potter. (2007). Integrating discrete event and process-level simulation for flexible training in the I-X framework. 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. 355–359). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The aim of this paper is to describe I-Sim, a simulation tool that is a fully integrated part of the underlying agent framework, I-X. I-Sim controls a discrete event simulator, based on the same activity model that is shared between all I-X components, and multiple process-level simulators that model the continuous change caused by actions that are considered as primitives by the rest of the system. The primary purpose of this tool is to support instructors during exercises that are used for training in emergency response. The main advantage the I-Sim tool gives the instructors is flexibility, allowing them to orchestrate and modify existing training scenarios on the fly, adapting them to trainees' needs as required.
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Telmo Zarraonandia, Mario Rafael Ruíz Vargas, Paloma Díaz, & Ignacio Aedo. (2010). A game model for supporting children learning about emergency situations. 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: Despite the undeniable value of computer games as educational resources for teaching children, its actual application in educational processes is hampered due the complexity of their design and the high cost of developing them. In order to foster their adoption for emergency training, we propose a model for describing the different elements of an educational game for this domain. The model might serve to support the game designing process as well as a communication tool between educators and game designers. This way, the educator can specify the requirements of the educational experience he aims to construct, and based on that information the game designer can propose a set of possible configurations of the game elements that can help to attain the specified objectives.
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Telmo Zarraonandia, Victor A. Bañuls, Ignacio Aedo, Paloma Díaz, & Murray Turoff. (2014). A scenario-based virtual environment for supporting emergency training. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 597–601). University Park, PA: The Pennsylvania State University.
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.
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Hans Zimmermann. (2006). Availability of technologies versus capabilities of users. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 66–71). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: The regulatory environment is no longer the primary hindrance to the full application of telecommunications technology in the service of emergency response, disaster prevention and relief, and crisis management. Nowadays the restricting factor is the lack of knowledge about the capabilities, but also the limitations, of the multitude of specialized and of public communication systems. This paper will analyze the situation with the help of some practical examples and will recommend an interdisciplinary multi-stakeholder based approach to an educational concept for emergency and disaster telecommunications.
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