Arthur H. Hendela, Xiang Yao, Murray Turoff, Starr Roxanne Hiltz, & Michael J. Chumer. (2006). Virtual emergency preparedness gaming: A follow-up study. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 450–459). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: Planning processes, including simulations and games, can help emergency workers to prepare for the unexpected. Rehearsal using software based gaming techniques not only helps planning, but is also cost effective. Computer-based groupware systems can make experts available regardless of location. A new approach, Virtual Simulation (VS), uses networking to create a flexible learning and planning environment. To date two prototype trials of this approach have been implemented at NJIT with major revamps between each one. This paper gives the results of the latest prototype trial, a simulation of attacks on university computer centers. The insights from this second prototype trial of virtual simulation will help us to improve the design and approach for future offerings.
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Stella Polikarpus, Tobias Ley, Hans Hazebroek, Graham Edgar, Geoffrey Sallis, Steven Baker, et al. (2022). Authoring Virtual Simulations to Measure Situation Awareness and Understanding. In Rob Grace, & Hossein Baharmand (Eds.), ISCRAM 2022 Conference Proceedings – 19th International Conference on Information Systems for Crisis Response and Management (pp. 428–433). Tarbes, France.
Abstract: Measuring situation awareness (SA) and situation understanding (SU) is an important topic for Command & Control research. Virtual simulations (VS) have been proposed as a suitable method for measuring SA/U, but, there is little research into how to build scenarios for VS so that SA/U can be measured reliably. In this study, we used two different VS scenarios and the Quantitative Analysis of Situation Awareness (QASA) method to measure, and provide feedback on, actual and perceived SA/U. Two VS scenarios were tested in Estonia with 36 trainees. The results of the different scenarios were compared to establish whether the scenario storylines and authoring process resulted in differences in SA or SU. We conclude that reliable assessment results were produced with both authoring processes, and further suggest that the Collaborative Authoring Process Model for Virtual Simulations (CAPM) be used for VS creation.
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