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Guido Te Brake, Tjerk De Greef, Jasper Lindenberg, Jouke Rypkema, & Nanja Smets. (2006). Developing adaptive user interfaces using a game-based simulation environment. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 6–10). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: In dynamic settings, user interfaces can provide more optimal support if they adapt to the context of use. Providing adaptive user interfaces to first responders may therefore be fruitful. A cognitive engineering method that incorporates development iterations in both a simulated and a real-world environment is used to develop new adaptive concepts. In a simulated 3D-world, created with the Unreal Tournament game-engine, a team of emergency personnel have to rescue people and develop an understanding of the situation. We believe a game-based simulation environment can provide an effective platform for experiments in which crisis management situations can be created under controlled circumstances. Using this simulation, support concepts based on adaptive user interfaces can be developed and evaluated before they are implemented in a real-world setting. This paper describes the work that has been done, and presents the design of the planned experiments.
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Kathleen A. Moore, Andrea H. Tapia, & Christopher Griffin. (2013). Research in progress: Understanding how emergency managers evaluate crowdsourced data: A trust game-based approach. 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. 272–277). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: The use, or barriers to use, of crowdsourced data by emergency managers has been a significant topic of scholarly discussion during the past several years. The single strongest barrier to use has been identified as one of data quality (Tapia, et. al, 2011). We argue that within this environment the Emergency Manager (EM) acts as a decision-maker and evaluator of crowdsourced data. The final judgement on whether to incorporate crowdsourced data into a Crisis response lies with the EM. In this paper we make a brief argument for the role of EM as trustworthy data analyst and then propose a model for capturing the trust-analytical behavior through game theory (Griffin, et. al, 2012). Lastly, we propose a simple computer game, which uses our model through which we will capture EM trust-analytical behavior though a future empirical data collection effort.
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Nanja J. J. M. Smets, Guido Te Brake, Jasper Lindenberg, & Mark A. Neerincx. (2007). Influence of mobile map size and user capacities on situation awareness tested in a virtual environment. 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. 557–564). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: In the near future, first responders may become equipped with mobile devices providing navigation, decision and communication support. Because of the complex and chaotic circumstances in which these devices will be used, the devices should support the creation and maintenance of adequate situation awareness. Extensive testing of such devices for crisis management in real-life is expensive, complex, risky and only possible for specific settings. Therefore, we developed a synthetic task environment that is suited for developing and evaluating new concepts. In this paper, we present the results of the first experiment in this environment. Participants had to rescue victims in a synthetic world, and were supported by a map of the area showing the location and orientation of the participant and the victims. The experiment focused on the effects of map size and user's spatial ability on the quality of the situational awareness that was developed by the first responders. Besides the results of the experiment, experiences with the use of a synthetic environment for evaluation and development purposes are presented.
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