Carole Adam, & Cédric Lauradoux. (2022). A Serious Game for Debating about the Use of Artificial Intelligence during the COVID-19 Pandemic. In Rob Grace, & Hossein Baharmand (Eds.), ISCRAM 2022 Conference Proceedings – 19th International Conference on Information Systems for Crisis Response and Management (pp. 554–563). Tarbes, France.
Abstract: Crises always impose a difficult compromise between safety and liberty, and the COVID-19 pandemic is no different. Governments have enforced various sanitary restrictions to reduce virus spread. With the help of Artificial Intelligence (AI), the scale of surveillance has risen to unprecedented levels. However, these technologies entail many risks, from potential errors or biases, to their extended enforcement beyond the duration of the initial crisis. Citizens should be aware that these technologies are not infallible, and measure the consequences of errors, so as to make informed decisions about what they want to accept, and for how long. To this aim, we have designed a serious game in the form of a municipal debate between citizens of a virtual town. Some first test sessions helped us improve the game design, and provided proof of the interest of this game to trigger debates and raise awareness.
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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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Ilona Heldal, & Cecilia Hammar Wijkmark. (2017). Simulations and Serious Games for Firefighter Training: Users' Perspective. In eds Aurélie Montarnal Matthieu Lauras Chihab Hanachi F. B. Tina Comes (Ed.), Proceedings of the 14th International Conference on Informatin Systems for Crisis Response And Management (pp. 868–878). Albi, France: Iscram.
Abstract: Simulation and serious games (SSG) are advocated as promising technologies supporting training in emergency management (EM). Based on an investigation of SSG use for fire fighter training in nine countries, this paper is examining key elements and success factors that can counteract potential obstacles and challenges of SSG implementation. Data comes from interviews and observations with users and responsible managers from user organizations. By contrasting the different incentives and views regarding the SSG use, this paper contributes to a better understanding of SSG integration into organizational practices. Only by connecting the local, organizational strategies and user requirements with technical values and concrete examples can the SSG usage be experienced as successful. This connection requirement is by far not obvious since values are formulated differently by the main stakeholders and the benefits at one organization are not necessarily the same as at another. In this context, the added values of SSG solutions need to be more explicitly connected to the goals of traditional classroom and live training.
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Charles Bailly, & Carole Adam. (2017). An interactive simulation for testing communication strategies in bushfires. 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. 72–84). Albi, France: Iscram.
Abstract: Australia is frequently hit by bushfires. In 2009, the “Black Saturday” fires killed 173 people and burnt hectares of bush. As a result, a research commission was created to investigate, and concluded that several aspects could be improved, in particular better understanding of the population actual behaviour, and better communication with them. We argue that agent-based modelling and simulation is a great tool to test possible communication strategies, in order to deduce valuable insight for emergency managers before new fires happen. In this paper, we extend an existing agent-based model of the population behaviour in bushfires. Concretely, we added a communication model based in social sciences, and user interactivity with the model. We present the results of first experiments with dierent communication strategies, providing valuable insight for better communication with the population during such events. This model is still preliminary and will eventually be turned into a serious game.
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Carole Adam, & Eric Andonoff. (2019). Vigi Flood: a serious game for understanding the challenges of crisis communication. 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: Emergency managers receive communication training about the importance of being ?first, right and credible?,
which is not easy. For instance, in October 2018, the Aude department in the South-West of France was hit by
intense rain. Flash floods were hard to forecast and only the ?orange? level of vigilance could be raised initially, but
the population dismissed this very usual warning in that season. The ?red? level was then raised too late, leading
to high criticism. The main problem here is the loss of trust induced by too many ?false alarms?. In this paper
we propose a serious game called VigiFlood for raising awareness in the population about the difficulty of crisis
communication and their own responsibility for reacting to the alerts. The implemented game still has limited
functionality but already shows interesting results in helping the user to visualise and understand the trust dynamics
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