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Amanda Jaber, Björn Johan Erik Johansson, Linnea Bergsten, Joeri Laere van, & Peter Berggren. (2019). Evaluating the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS). 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: This work in progress paper presents an initial evaluation of the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS) conducted in a crisis response simulation project. TRAMS is designed to assess the resilience of crisis response teams. The TRAMS observation protocol uses six core resilience functions from the Systemic Resilience Model as its theoretical foundation. Three independent observers used the protocol during a pilot study and six actual simulation games. Strategies relating to three out of six core resilience functions could be identified. The observations made were distributed similarly among the observers, indicating that the components of the TRAMS protocol are stable enough to continue developing the protocol. This study describes changes made to the protocol since the original design, and describes how the strategies relating to the six core resilience functions can be identified in the simulation games.
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Björn Johan Erik Johansson, Joeri van Laere, & Peter Berggren. (2018). Evaluating Team Resilience in Simulator-Based Crisis Management Training. In Kees Boersma, & Brian Tomaszeski (Eds.), ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management (pp. 914–923). Rochester, NY (USA): Rochester Institute of Technology.
Abstract: Currently, there is a lack of assessment approaches for evaluation of resilient capabilities in simulation games. This paper presents work-in-progress to create such an instrument to be used in crisis management simulation games for the fuel, food, and finance sectors. The “Team Resilience Assessment Method for Simulation” (TRAMS) is based on the Systemic Resilience Model and departs from the assumption that resilient crisis management teams will be able to develop strategies for assuring that anticipation, monitoring, response, recovery, and learning are established and maintained in their respective organizations as well as in the crisis management team. A prototype version of the TRAMS, based on the experiences of representatives from the involved sectors and firmly related to resilience theory, is presented and discussed. The TRAMS instrument will be tested in 30 planned simulations games including participants from the fuel, food, and finance sectors.
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Brian Tomaszewski, David Schwartz, & Joerg Szarzynski. (2016). Crisis Response Serious Spatial Thinking Games: Spatial Think Aloud Study Results. In A. Tapia, P. Antunes, V.A. Bañuls, K. Moore, & J. Porto (Eds.), ISCRAM 2016 Conference Proceedings ? 13th International Conference on Information Systems for Crisis Response and Management. Rio de Janeiro, Brasil: Federal University of Rio de Janeiro.
Abstract: We present work on developing and evaluating a serious GIS spatial thinking game called SerGIS. We conducted a spatial think-aloud study with ten participants new to crisis response who used SerGIS with a coastal city hurricane scenario. Four themes emerged from participant responses: processes of reasoning, tools of representation, overlay and dissolve operation, and geographic information concept learning and knowledge gaps. The first three themes match directly with the spatial thinking theory and evaluation underlying SerGIS. The fourth theme identified addresses GIS and spatial thinking crisis response educational issues. Furthermore, statistical evidence indicates there is likely a relationship between participants from spatially-oriented backgrounds (but with no GIS experience) performing better with SerGIS than participants from non-spatial backgrounds. Finally, we found that with a game scenario based on established disaster management practitioner literature, participants could focus on spatial thinking tasks and not be limited by understanding the game scenario itself.
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Cecilia Hammar Wijkmark, & Ilona Heldal. (2020). Virtual and Live Simulation-Based Training for Incident Commanders. 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. 1154–1162). Blacksburg, VA (USA): Virginia Tech.
Abstract: Computer and virtual simulation-based training (CST) offer several benefits for emergency response and management preparedness. However, organizations responsible for training are often hesitant to use CST, based on cost and perceived lack of benefit when compared to live simulation training (LST). This paper investigates how CST can complement LST, and how it contributes to achieving the necessary learning objectives for level one fire and rescue service incident commanders (ICs). Data and examples come from an experimental study with students from different fire and rescue services trained in the role of the IC in LST and CST, in a similar scenario. Results show the cost and benefits of the CST implementation based on evaluations from learners, instructors and responsible managers. Participants had a positive attitude towards using virtual simulations, but the results also point to barriers regarding the suitable design of learning scenarios and implementation.
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Tiago C. De França, Diogo Nolasco, Rafael Lage Tavares, Jose Orlando Gomes, & De Paulo V. R. Carvalho. (2014). A critical insight of the pope's visit to Brazil for the world youth day: Resilience or fragility? 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. 463–472). University Park, PA: The Pennsylvania State University.
Abstract: This work proposes a model to evaluate systems regarding their resilience in handling unexpected disturbances. To exemplify the use of the proposed model, we chose to analyze the World Youth Day (WID), an important event on the global scenario that happened this year in Rio de Janeiro, a city which will host big events in the next few years, like the World Cup and the Olympic Games. From this event, we chose two disturbances that stressed the system and had the possibility to cause a lot of problems to the event and the city, like the rains in Guaratiba and the arrival of the Pope's committee. After analyzing how the overall WYD organization deal with these disturbances we conclude that, besides the success of the event, the organization showed much more signs of brittleness than resilience.
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Nour El Mawas, & Jean-Pierre Cahier. (2013). Towards a knowledge-intensive serious game for training emergency medical services. 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. 135–139). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: In the preparedness activity for disasters and emergency management, serious games can help in training medical first responders by providing emergency simulations which are always available, safer and cheaper than real-world simulations. However, serious games for training emergency medical services (EMS) must take into account the presence of different actors in crisis situation like police and firefighters and the high volume of (medical as well as non-medical) expert knowledge. The aim of our approach is not only to acquire technical skills but also to develop the capability to act, to cooperate and coordinate in non-procedurally previewed emergency situations. This paper proposes both (i) a detailed prototype of a serious game's scenario that supports instructors in the training in EMS and (ii) an adaptive infrastructure A.R.G.I.L.E (Architecture for Representations, Games, Interactions, and Learning among Experts). We illustrate our ideas on an example of a complex road accident. This work is done with the collaboration of a Hospital Emergency Department implied with us in a R&D project.
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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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Ilona Heldal, & Cecilia Hammar Wijkmark. (2017). Simulations and Serious Games for Firefighter Training: Users' Perspective. In eds Aurélie Montarnal Matthieu Lauras Chihab Hanachi F. B. Tina Comes (Ed.), Proceedings of the 14th International Conference on Informatin Systems for Crisis Response And Management (pp. 868–878). Albi, France: Iscram.
Abstract: Simulation and serious games (SSG) are advocated as promising technologies supporting training in emergency management (EM). Based on an investigation of SSG use for fire fighter training in nine countries, this paper is examining key elements and success factors that can counteract potential obstacles and challenges of SSG implementation. Data comes from interviews and observations with users and responsible managers from user organizations. By contrasting the different incentives and views regarding the SSG use, this paper contributes to a better understanding of SSG integration into organizational practices. Only by connecting the local, organizational strategies and user requirements with technical values and concrete examples can the SSG usage be experienced as successful. This connection requirement is by far not obvious since values are formulated differently by the main stakeholders and the benefits at one organization are not necessarily the same as at another. In this context, the added values of SSG solutions need to be more explicitly connected to the goals of traditional classroom and live training.
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Shalini Kurapati, Gwendolyn Kolfschoten, Alexander Verbraeck, Thomas M. Corsi, & Frances Brazier. (2013). Exploring shared situational awareness in supply chain disruptions. 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. 151–155). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: Risk and volatility in the form of political issues, natural disasters, terrorism etc., are impending dangers to the normal functioning of today's world. Supply Chains (SCs) are the backbone to societal functions and are heavily affected when such events occur. SC professionals have limited preparedness to deal with disruptions. Shared Situational Awareness (SSA) by means of information sharing, coordination and collaboration among SC partners, can significantly improve the recovery capacity of supply chains from disruptions. To prepare SC professionals for disruptions, a serious game (a tabletop board game) has been developed. The game serves both as an instrument to explore SSA during disruptions and as a training tool for SC practitioners. The paper discusses the design, development and applicability of the serious game based on an SSA framework in multistakeholder systems.
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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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Michael E. Stiso, Aslak Wegner Eide, & Antoine Pultier. (2015). A foray into the use of serious games in controlled research on crisis management. In L. Palen, M. Buscher, T. Comes, & A. Hughes (Eds.), ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management. Kristiansand, Norway: University of Agder (UiA).
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.
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Simone De Kleermaeker, & Loana Arentz. (2012). Serious gaming intraining for crisis response. 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: In this practitioner report, we present the experiences with the use of the serious game Water Coach in a national training for crisis response professionals in the Netherlands. This paper describes the set-up of the training and its learning objectives. We explain the usability of the Water Coach in such a training and the extended functionalities that were required. Finally, the evaluation of the training, in which we focus on the added value of a serious game in the training for crisis response, is presented. © 2012 ISCRAM.
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Martin Smits, & Bartel A. Van De Walle. (2006). A framework to evaluate how management games improve knowledge management effectiveness. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 605–614). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: Knowledge-intensive organizations realize that 'knowledge' is a strategic resource that gives them sustainable competitive advantage and helps them achieve long-term organizational goals. These organizations use knowledge management (KM) to encourage the creation and sharing of knowledge resulting in improvements in productivity, innovation, competitiveness, and relationships among people. This paper investigates what role management games play in knowledge-intensive organizations and how they can be used to improve KM effectiveness. We present a theoretical framework that allows answering the following question: 'How can management games be used to improve the effectiveness of KM in knowledge-intensive organizations'.
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Murray Turoff, Michael J. Chumer, Xiang Yao, Joseph Konopka, & Bartel A. Van De Walle. (2005). Crisis planning via scenario development gaming. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2005 – 2nd International Conference on Information Systems for Crisis Response and Management (pp. 207–212). Brussels: Royal Flemish Academy of Belgium.
Abstract: This paper introduces a particular approach to improving the planning process in emergency preparedness. This involves the specification of a competitive game to have opposing defense and offense teams develop and improve their respective plans for defense and offense.
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Ariën J. Van Der Wal, & Tim J. Grant. (2013). Simulating information sharing in crisis response coalitions as a minority game. 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. 120–124). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: A major crisis or disaster attracts a response from multiple organizations. These organizations need to work together as a coalition. To do so effectively, they must share information. Differences in organizational culture give information a scarcity value, leading to the emergence of information markets. As the crisis progresses, organizations learn to work together, building up trust and lowering the “price” for information shared. Organizations that have worked together in previous crises have a price advantage. In short, the information sharing changes dynamically. Evolutionary game theory – And the minority game in particular – has been recently applied to markets in which physical goods are exchanged. This paper presents the first results from simulating an information sharing market in crisis response coalitions as a minority game.
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Theo Van Ruijven. (2011). Serious games as experiments for emergency management research: A review. In E. Portela L. S. M.A. Santos (Ed.), 8th International Conference on Information Systems for Crisis Response and Management: From Early-Warning Systems to Preparedness and Training, ISCRAM 2011. Lisbon: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Serious games and virtual environments are increasingly used for emergency management training and research. The development of these technologies seems to contribute to a solution to some problems in the existing literature on emergency management which is mainly based on case study research. However, using virtual technology for research also introduces new difficulties. This paper describes the advantages and drawbacks of using serious games for research and reviews eight recently published studies that make use of virtual environments. The review focuses on the external validity of serious games as this is a challenging issues for research that involves virtual environments. The paper concludes with some recommendations to increase the external validity of future research with serious games.
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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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Min-Hao Matt Wu, Annie Hsin-Wen Liu, & K. Mani Chandy. (2008). Virtual environments for developing strategies for interdicting terrorists carrying dirty bombs. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 83–87). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
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.
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Telmo Zarraonandia, Mario Rafael Ruíz Vargas, Paloma Díaz, & Ignacio Aedo. (2010). A game model for supporting children learning about emergency situations. In C. Zobel B. T. S. French (Ed.), ISCRAM 2010 – 7th International Conference on Information Systems for Crisis Response and Management: Defining Crisis Management 3.0, Proceedings. Seattle, WA: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Despite the undeniable value of computer games as educational resources for teaching children, its actual application in educational processes is hampered due the complexity of their design and the high cost of developing them. In order to foster their adoption for emergency training, we propose a model for describing the different elements of an educational game for this domain. The model might serve to support the game designing process as well as a communication tool between educators and game designers. This way, the educator can specify the requirements of the educational experience he aims to construct, and based on that information the game designer can propose a set of possible configurations of the game elements that can help to attain the specified objectives.
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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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