Christine Adler, Marion Krüsmann, Thomas Greiner-Mai, Anton Donner, Javier Mulero Chaves, & Àngels Via Estrem. (2011). IT-supported management of mass casualty incidents: The e-triage project. 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: Voice, analogue mobile radio, and paper have een successfully used for decades for coordination of emergencies and disasters, but although being simple and robust this approach cannot keep pace with todays requirements any more. Emerging and established digital communication standards open the door to new applications and services, but the expected benefit needs to be carefully evaluated against robustness, interoperability, and user-friendliness. This paper describes a framework for IT-supported management of mass casualty incidents, which is currently under implementation and study. The four pillars of the concept are handheld devices for use both in daily rescue operations and in disasters, autonomous satellite-based communication infrastructure, a distributed database concept for maximal availability, and psychological acceptance research.
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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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