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T. Benjamins, & Leon J.M. Rothkrantz. (2007). Interactive simulation in crisis management. 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. 571–580). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Experiments in crisis management are expensive and difficult to realize. There is also a lack of training facilities in real crisis environments. Serious games and simulation can provide an alternative. We developed a system which enables interactive simulation for crisis management. It is called IMACSIM (Interactive Multi Agent Crisis Simulator Interpreter and Monitor). It is composed of the following components: First a software based platform for dynamic simulating of disasters. Next an event generator which can generate different crises situations. We designed a communication infrastructure that allows agents participants in the simulation to exchange messages. Every agent is able to observe the results of crisis events, process these events and initiate appropriate actions via a waypoint system. The decision making process is distributed among autonomous agents. Some actions may have an impact on the event generator, so there is an interaction between agents and event generator. We developed a first prototype. The design and test results will be described in this paper.
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Eric F. T. Buiël, & Jan Lubbers. (2007). Educational agents for the training of tunnel operators. 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. 545–550). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The tunnel operator monitors and regulates the flow of traffic inside a tunnel, and takes actions in case an incident occurs. TNO has developed a training simulator that enables the operator to train incident situations. We are currently improving the simulator by developing intelligent agents that support a qualified operator, who trains himself, without the presence of a human instructor. This paper provides an overview of research activities in this project. In particular, it describes two types of educational agents, the authoritative instructor agent and the non-authoritative companion agent.
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Soraia Felicio, Viviane S. R. Silva, André Dargains, Paulo Roberto Azevedo Souza, Felippe Sampaio, Paulo V. R. Carvalho, et al. (2014). Stop disasters game experiment with elementary school students in Rio de Janeiro: Building safety culture. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 585–591). University Park, PA: The Pennsylvania State University.
Abstract: Currently, the city of Rio de Janeiro is is in total evidence, hosting important events such as the Pope's Francis' visit in 2013, the World Cup in 2014 and the Olympic Games in 2016. In order to make the population aware, of some environmental problems this article was produced to analyze what factors people consider dangerous. In 2011, Rio de Janeiro went through difficult times, caused by one of the biggest floods seen in the city which ended up partly destroying cities of the state's the mountain region. Kids from aged 10 to 13 years from a high school in Rio were invited to participate in a study and they had to answer questionnaires before and after playing the game. From the results obtained, we analyzed how the game “Stop Disasters” developed by the by the UN can help create awareness and learning on how to behave in flooding situations at an accelerated rate.
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Joris Field, Arjan Lemmers, Amy Rankin, & Michael Morin. (2012). Instructor tools for virtual training systems. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
Abstract: Crisis management exercises require a lot of preparation and planning to ensure that the training objectives are met. This is often a time consuming and expensive process and can be a major barrier to setting up frequent crisis management training sessions. The introduction of virtual training environments to supplement the live exercises enables the development of tools to support the instructors in their planning, management, observation and analysis of training exercises. This can simplify the planning process, and give instructors control over the configuration of the exercises to tailor them to the needs of individual trainees. In this paper we present a tool that supports instructors in the planning of virtual exercises, and can be used to provide templates for live exercises. This tool has been developed with ongoing feedback from instructors and crisis management personnel and forms part of a crisis management virtual training system. © 2012 ISCRAM.
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Joske M. Houtkamp, & Frank A. Bos. (2007). Evaluation of a virtual scenario training for leading firefighters. 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. 565–570). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Artesis Virtual and VSTEP BV developed a virtual scenario training for leading firefighters. We evaluated the usability of the training application and measured the satisfaction of 53 trainees. The trainees were positive about the training application, the training itself, and the interaction with the interface. We observed that trainees experienced navigation difficulties and sometimes misjudged visual information. Evaluations of new versions of this application, should address the influence of interface problems on performance.
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Renato Iannella, & Karen Henricksen. (2007). Managing information in the disaster coordination centre: Lessons and opportunities. 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. 581–590). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The current scope of ICT support for disaster coordination is primarily focused at either the network or data levels. There is significant opportunity for ICT to play an even more important role for disaster coordination at the information level. This paper reviews the information structures and requirements gathered from disaster coordination centres based on exercise observations. Such coordination of information is usually based on national frameworks that document structures, roles, and responsibilities, but are seldom supported by relevant ICT infrastructure or systems. This paper uses the lessons learned from the exercise observations to identify future opportunities for information management software to support disaster centre operations. In particular, the paper introduces a prototypical Crisis Information Management System we are developing to support two challenges: incident notification and resource messaging. The system is based on open standards under development within the OASIS standards consortium, and will be evaluated as part of future exercises.
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Daniel Link, Kenny Meesters, Bernd Hellingrath, & Bartel A. Van De Walle. (2014). Reference task-based design of crisis management games. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 592–596). University Park, PA: The Pennsylvania State University.
Abstract: Serious games are an effective tool for giving players a hands-on, immersive experience of crisis situations. To simplify the design of such games while ensuring their relevance, we propose a design method that is based on reference tasks. The feasibility of this approach is demonstrated by the improved design of the serious game “Disaster in my Backyard” that has been played during ISCRAM Summer school 2013. The design incorporates humanitarian logistics, search-and-rescue and coordination tasks. We also present the lessons learned from this instantiation of the game and give an outlook towards future research, such as the evaluation of tools for crisis response and management through the use of serious games and reference tasks.
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Elizabeth Losh. (2007). The birth of the Virtual Clinic: Game spaces in the Virtual Practicum and the Virtual Terrorism Response Academy. 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. 551–556). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The Interactive Media Laboratory at Dartmouth Medical School produces computer games and multimedia programs for public health preparedness. With Department of Homeland Security funding, the IML is developing the Virtual Terrorism Response Academy, which uses game technology to prepare first responders for rescue efforts in which hazardous materials may be involved. This paper looks at the history of the “Virtual Clinic” concept and the original rationale for creating what Max Boisot calls “epistemology space.” It also offers an account of the VRTA designers' responses to potential criticism from learning specialists in game studies who object that the game is too didactic and discourages trial-and-error by restraining the learner in the narrative conceit of a “simulation of a simulation.”.
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Heide Lukosch, Theo Van Ruijven, & Alexander Verbraeck. (2012). The other city – Designing a serious game for crisis training in close protection. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
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.
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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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Anja Van Der Hulst, Rudy Boonekamp, & Marc Van Den Homberg. (2014). Field-testing a comprehensive approach simulation model. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 575–584). University Park, PA: The Pennsylvania State University.
Abstract: This paper describes the field tests of a simulation based game aiming at raising awareness and creating a deeper understanding of the dynamics of the comprehensive approach (CA). The setting of this game is that of a failed state where an UN intervention takes place after massive conflict that requires a CA to stabilize the situation. That is, the civil and military actors need to collaborate effectively, taking into account their respective strengths, mandates and roles. Underlying the game is the Go4it CA simulation Model (GCAM2.0). GCAM2.0 was extensively field-tested in eight sessions with about 16 persons each, aiming at assessment of the perceived realism and learning effects. It was found to provide a sufficiently authentic experience to obtain awareness of the CA in novices. With regard to improving the deeper understanding of the dynamics and complexity of the CA, in a cooperation-oriented setting only deeper learning can be reached.
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Mario Rafael Ruíz Vargas, Paloma Díaz, Telmo Zarraonandia, & Ignacio Aedo. (2012). Safety villages: A computer game for raising children's awareness of risks. In Z.Franco J. R. L. Rothkrantz (Ed.), ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management. Vancouver, BC: Simon Fraser University.
Abstract: Computer games have proved to be a valuable educational resource in many different areas from medicine to military training as well as specific training in emergency responses. Their motivational benefits also make them particularly suitable for training children. However, in order to enjoy the benefits that the use of computer games may report, it is necessary that the games resemble those which children play for fun, and that it offers an appropriate balance between its educational and entertainment purposes. In this paper we present an educational game called “Safety Villages” of the mini-game genre which aims to help raise children's awareness of emergencies and domestic risks. The design and implementation of the game has been carried out following strategies and integrating components usually present in games for entertainment. A preliminary evaluation of the game has shown a positive response in children, indicating that they can both learn and enjoy themselves while playing the game. © 2012 ISCRAM.
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Telmo Zarraonandia, Victor A. Bañuls, Ignacio Aedo, Paloma Díaz, & Murray Turoff. (2014). A scenario-based virtual environment for supporting emergency training. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 597–601). University Park, PA: The Pennsylvania State University.
Abstract: Simulation exercises are particularly popular for training in emergency situations. Exercises can vary in their degree of realism, complexity and level of stress, but they all try to reproduce a scenario of a real emergency so that each participant simulates the actions carried out for the role they should play. They not only support effective and situated learning, but they can also serve to improve the plan by allowing the identification of weak points and potential drawbacks in it. To facilitate the design and implementation of 3D virtual environments in which training exercises can be conducted, in this paper we propose to use the Cross-Impact Analysis technique in combination with an educational game platform called GRE. We also present a Simulation Authoring Tool that allows the designer to carry out the integration of the knowledge captured by means of Cross-Impact into the game designs that GRE can interpret.
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