Guido Te Brake, Rick Van Der Kleij, & Miranda Cornelissen. (2008). Distributed mobile teams: Effects of connectivity and map orientation on teamwork. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 642–650). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Fielded first responders are currently being equipped with support tools to improve their performance and safety. Novel information technology provides opportunities for improvement of task efficiency and situation awareness, but people can get in trouble when data networks fail. In this paper, we examine the effect of glitches in the data network on team performance and look into the strategies people use to cope with these disruptions. Teams of three responders collaborated in a search and rescue task, supported by a map showing their positions and the locations of victims. Data communication required for this support was interrupted, verbal communication remained possible. Two variants were used for the map: a north-up version and a heading-up version that was aligned with the orientation of the responder. Negative effects and changing strategies were found for the condition with interruptions, no differences were found for the two map variants.
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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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Jan Maarten Schraagen, Aletta Eikelboom, Kees Van Dongen, & Guido Te Brake. (2005). Experimental evaluation of a critical thinking tool to support decision making in crisis situations. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2005 – 2nd International Conference on Information Systems for Crisis Response and Management (pp. 181–189). Brussels: Royal Flemish Academy of Belgium.
Abstract: Building up proper situation awareness is one of the most difficult tasks in the beginning stages of large-scale accidents. As ambiguous information about the events becomes available, decision makers are often tempted to quickly choose a particular story to explain the events. Subsequent information that contradicts the initial story may easily be discarded and cognitive tunnel vision takes over. Our approach, as part of the COMBINED Systems project, is to prevent tunnel vision by providing critical thinking support. In a laboratory experiment with 60 participants, we tested this hypothesis by comparing the Critical Thinking tool with a 'no support' control condition and a 'minimal support' condition. Participants acted as crisis managers determining the likely cause of an accident based on different pieces of information. The results show a positive impact of the tool on both the decision making process and decision making effectiveness.
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Jouke Rypkema, Guido Te Brake, & Marcel Van Der Lee. (2006). Reachback in crisis management: Lessons learned from the military domain. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 554–558). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: Military and crisis management organizations show many similarities. Within the military domain, a study is being done on the use of reachback concepts for the Royal Netherlands Army (RNLA) brigade staff. This paper shows that the results are applicable to the crisis management domain. However, there are differences between the two domains as well. Therefore, the reachback concepts should be tailored to the crisis management domain. The Interactive Collaborative Information Systems (ICIS) game-based simulation platform offers a suitable environment to develop these concepts and test them.
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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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