Ahmed S. Khalaf, Poom Pianpak, Sultan A. Alharthi, Zahra NaminiMianji, Ruth Torres, Son Tran, et al. (2018). An Architecture for Simulating Drones in Mixed Reality Games to Explore Future Search and Rescue Scenarios. In Kees Boersma, & Brian Tomaszeski (Eds.), ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management (pp. 971–982). Rochester, NY (USA): Rochester Institute of Technology.
Abstract: The proliferation of unmanned aerial systems (i.e., drones) can provide great value to the future of search and rescue. However, with the increase adoption of such systems, issues around hybrid human-drone team coordination and planning will arise. To address these early challenges, we provide insights into the development of testbeds in the form of mixed reality games with simulated drones. This research presents an architecture to address challenges and opportunities in using drones for search and rescue. On this architecture, we develop a mixed reality game in which human players engage with the physical world and with gameplay that is purely virtual. We expect the architecture to be useful to a range of researchers an practitioners, forming the basis for investigating and training within this unique, new domain.
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Dashley K. Rouwendal van Schijndel, Jo E. Hannay, & Audun Stolpe. (2020). Simulation Vignette Generation from Answer Set Specifications. 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. 110–121). Blacksburg, VA (USA): Virginia Tech.
Abstract: We investigate an approach that allows exercise managers to design simulations with an explicit focus on building skills, rather than having to focus on all the objects and interactions that a simulation must have. Exercise managers may design exercises at various levels of abstraction and always independently of how those sessions are implemented in simulations, while simulation components that implement the design are assembled and to some extent, automatically, behind the scenes. We outline (1) how Answer Set Programming can assist exercise managers in exercise planning and (2) how automated stage and content generation may be used to invoke appropriate simulation components to realize the design. For deliberate and recurrent training of decision-making skills, stages and content must vary to avoid familiarity (testing effects). We conclude by distilling a main research hypothesis that stipulates how (1) and (2) represent two modes of automated reasoning (so-called deductive versus abductive) and how that distinction clarifies the planning task.
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Jo Erskine Hannay, & Yelte Kikke. (2019). Structured crisis training with mixed reality simulations. 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: We argue that current technology for crisis training does not explicitly cater well enough for managing training
objectives and skill building metrics throughout the lifespan of training. We suggest how successful crisis training
may be enabled by interoperating next-generation exercise management tools with mixed-reality simulations. We
propose an architecture consisting of (1) a front-end in which training objectives, essential skills, corresponding
events and metrics can be declared, (2) a back-end consisting of simulations that implement the events and metrics
and (3) a middleware which transfers information between the front-end and back-end to enable semi-automatic
composition of the simulations and performance analysis. The purpose of this architecture is to facilitate learning
through the principles of deliberate practice. We indicate where emerging technologies are necessary to achieve this.
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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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