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Author Laura Ardila; Israel Perez-Llopis; Carlos E. Palau; Manuel Esteve pdf  isbn
openurl 
  Title Virtual reality training environment for strategic and tactical emergency operations Type Conference Article
  Year 2013 Publication ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2013  
  Volume Issue Pages 140-144  
  Keywords Civil defense; Disasters; Information systems; Interoperability; Motion Picture Experts Group standards; Personnel training; Risk management; Virtual reality; Command; control; communications; Command and control; Information and Communication Technologies; Intelligence; surveillance and reconnaissances; Mpeg-V; Tactical operations; Traditional approaches; Virtual worlds; Information management  
  Abstract The application of Information and Communication Technologies in emergency management environments is a challenging research topic; particularly, the applicability of C4ISR (Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance) systems specifically designed for these environments. A key aspect in emergency management is the training of operatives at all levels, from intervention to operational, including tactical command and control. Virtual reality is widely used for training and learning purposes, but the interaction of real and virtual worlds with new standards (i.e. MPEG-V), going a step further from the traditional approach to create virtual environments based in expensive simulation dedicated equipment and allowing data streaming between both worlds, has not yet been exploited in training for emergency management. This paper proposes an architecture for a C4ISR training system providing interoperability between real and virtual worlds using the MPEG-V standard and allowing simultaneous and real time training of both real and virtual units.  
  Address Universitat Politècnica de València, Spain  
  Corporate Author Thesis  
  Publisher Karlsruher Institut fur Technologie Place of Publication KIT; Baden-Baden Editor T. Comes, F. Fiedrich, S. Fortier, J. Geldermann and T. Müller  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9783923704804 Medium  
  Track Coordination and Collaboration Expedition Conference 10th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 270  
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Author Heide Lukosch; Theo Van Ruijven; Alexander Verbraeck pdf  isbn
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  Title The other city – Designing a serious game for crisis training in close protection Type Conference Article
  Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012  
  Volume Issue Pages  
  Keywords Commerce; Information systems; Virtual reality; Close protection; Realism; Serious games; Urban environments; Virtual worlds; Design  
  Abstract Effective training methods are key to successful crisis management in close protection. This paper discusses the outcomes of a project on the development of a serious game, a virtual training environment for close protection. The aims of the game are to improve situational awareness and communications skills at the individual and team level. Two game designs, developed with two different game engines, are presented and discussed in relation to the project's objectives. Comparison of the two designs shows that several trade-offs are encountered when developing a training game with the available technology. Technological features of the game engines, and differences in time invested in the development of different aspects of the games, make that the two designs meet different project objectives. Simultaneously reaching all project objectives in a single design seems impossible with the two game engines. This paper discusses the different trade-offs that were encountered in the project and presents the major challenges that lie ahead. © 2012 ISCRAM.  
  Address Delft University of Technology, Netherlands  
  Corporate Author Thesis  
  Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780864913326 Medium  
  Track Serious Games for Crisis Management Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 158  
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Author Michael E. Stiso; Aslak Wegner Eide; Antoine Pultier pdf  isbn
openurl 
  Title A foray into the use of serious games in controlled research on crisis management Type Conference Article
  Year 2015 Publication ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2015  
  Volume Issue Pages  
  Keywords controlled experiments; Crisis Management; games; research methods; virtual worlds  
  Abstract Controlled experiments on crisis management could provide many insights into the human factors that lead to effective performance in the area. However, the challenge of establishing a controlled environment directly relevant to the chaotic settings in which crisis management occurs means that such experiments are scarce. Here, we describe our attempt to use a videogame (ARMA III) as a realistic but controllable environment for research in this domain. We successfully developed a testbed linking the game world to the front-end of a prototype command-and-control system, so that one can use the latter to monitor events in the former. However, when it came to developing controlled scenarios for the experiment, we discovered that too much realism can be a problem. This paper outlines the challenges we encountered and provides recommendations for researchers and game designers interested in the use of serious games in scientific research.  
  Address  
  Corporate Author Thesis  
  Publisher University of Agder (UiA) Place of Publication Kristiansand, Norway Editor L. Palen; M. Buscher; T. Comes; A. Hughes  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9788271177881 Medium  
  Track Serious Gaming Expedition Conference ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management  
  Notes Approved yes  
  Call Number Serial 1248  
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Author Gerhard Wickler; Stephen Potter; Austin Tate; Jeffrey Hansberger pdf  isbn
openurl 
  Title The virtual collaboration environment: New media for crisis response Type Conference Article
  Year 2011 Publication 8th International Conference on Information Systems for Crisis Response and Management: From Early-Warning Systems to Preparedness and Training, ISCRAM 2011 Abbreviated Journal ISCRAM 2011  
  Volume Issue Pages  
  Keywords Virtual reality; World Wide Web; Cognitive work analysis; Social media; Virtual collaboration; Virtual worlds; Web 2.0; Information systems  
  Abstract This paper concerns the use of new media technologies, including virtual worlds and web 2.0, for on-line collaborative activities, and specifically for the provision of expert advice about the response to large-scale crises. Internet technologies in general offer rich possibilities for interactions involving remote experts; however, the diversity, novelty and power of these technologies are such that to introduce them into problem-solving episodes without first developing a model of the nature of those episodes and the type of collaborative support they require, risks confusing and discouraging users. After a brief discussion of the nature of distributed collaboration and the implications this has for any technical support, we describe a virtual collaboration environment that has been developed to foster task-focused communities and support them through specific problem-solving episodes, and present some of the results of evaluation experiments.  
  Address AIAI, University of Edinburgh, United Kingdom; US Army Research Laboratory, United States  
  Corporate Author Thesis  
  Publisher Information Systems for Crisis Response and Management, ISCRAM Place of Publication Lisbon Editor M.A. Santos, L. Sousa, E. Portela  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9789724922478 Medium  
  Track Intelligent Systems Expedition Conference 8th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 1088  
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Author Min-Hao Matt Wu; Annie Hsin-Wen Liu; K. Mani Chandy pdf  isbn
openurl 
  Title Virtual environments for developing strategies for interdicting terrorists carrying dirty bombs Type Conference Article
  Year 2008 Publication Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2008  
  Volume Issue Pages 83-87  
  Keywords Bombs (ordnance); Error detection; Information systems; Interactive computer graphics; Radioactive materials; Ray tracing; Terrorism; Dirty bomb; Interdiction; On-line games; Poisson process; Radioactive; Terrorist; Virtual worlds; Virtual reality  
  Abstract Strategies for detecting terrorists carrying radioactive material can be evaluated in virtual environments more easily than they can be in the real world. Real scenarios expose personnel to radiation and concomitant dangers. The execution of multiple real-world scenarios – such as catching terrorists in factories, houses and open spaces – is expensive. This paper describes virtual environments for interdicting terrorists carrying radioactive material. The virtual environments are constructed by incorporating the physics of radiation into virtual-world platforms. We explore the relative advantages of a gaming engine (Half-Life 2), a 3D online virtual world (Second Life) and a robot simulator platform (Stage/Player) for developing strategies for interdicting dirty bombers. Preliminary results on implementations of these virtual environments are presented.  
  Address California Institute of Technology, United States  
  Corporate Author Thesis  
  Publisher Information Systems for Crisis Response and Management, ISCRAM Place of Publication Washington, DC Editor F. Fiedrich, B. Van de Walle  
  Language English Summary Language English Original Title  
  Series Editor Series Title Abbreviated Series Title  
  Series Volume Series Issue Edition  
  ISSN 2411-3387 ISBN 9780615206974 Medium  
  Track Virtual Systems for Emergency Management Simulation & Training Expedition Conference 5th International ISCRAM Conference on Information Systems for Crisis Response and Management  
  Notes Approved no  
  Call Number Serial 1102  
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