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Alexandre Ahmad, Olivier Balet, Jesse Himmelstein, Arjen Boin, Maaike Schaap, Paolo Brivio, et al. (2012). Interactive simulation technology for crisis management and training: The INDIGO project. 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: To face the urgent need to train strategic and operational managers in dealing with complex crises, we are researching and developing an innovative decision support system to be used for crisis management and interactive crisis training. This paper provides an overview of current decision-support systems, simulation software and other technologies specifically designed to serve crisis managers. These findings inform the design of a new interactive simulation technology system, where a 3D Common Operational Picture (COP) is shared between tactile digital whiteboard in the command center and mobile devices in the field. © 2012 ISCRAM.
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Narjès Bellamine-Ben Saoud, Julie Dugdale, Bernard Pavard, Mohamed Ben Ahmed, Tarek Ben Mna, & Néjia Ben Touati. (2004). Towards planning for emergency activities in large-scale accidents: An interactive and generic agent-based simulator. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2004 – 1st International Workshop on Information Systems for Crisis Response and Management (pp. 173–177). Brussels: Royal Flemish Academy of Belgium.
Abstract: In this paper we describe the design and development of an interactive and generic agent based simulator, providing valuable support for organizing the emergency rescue plans of a large-scale accident. Analysis of real rescue activities has been conducted in collaboration with medical experts in order to understand the collaborative process and the involved actors and features. Based on the emergency analysis, an agent-based model and simulator was constructed including (1) the autonomous Agents – representing victims with evolving illness and rescuers (doctors, nurses, fireman) collaborating to rescue the first ones; (2) the Environment -representing the accident site having obstacles and dangerous areas and where the victims are initially spread and the doctors move to explore -perceive – treat and helpers evacuate; (3) the Interactions between rescuers – exploring collectively, evacuating by pairs, communicating directly or via artefacts- (4) the Organization of actors as distributed “independent” sub-teams in various site sub-zones or as a centralized whole team conducted by the rescue chief; and (5) the User interfaces allowing mainly initial configuration of the simulations (e.g. number of victims and states, followed strategies, rescuers behaviours), continuous visual control of the process of rescuing (e.g. site overview with acting-interacting agents, graphics, text descriptions), dynamic changes of parameters of an on-going simulation (e.g. adding new victims, adding new rescuers, or adding dangerous zones or new obstacles on sites) as well as step-by-step simulation. This simulation shows that it is possible to create a virtual environment with cooperating agents interacting in a dynamic environment. On-line and off-line analysis of simulation traces and results enable us first understanding complex situations in rescuing activities in large-scale accidents, and than planning for responding to crisis situation. This simulation approach is useful for identifying the best scenarios and eliminating potential catastrophic combinations of parameters and values, where rescue performance could be significantly impacted. © Proceedings ISCRAM 2004.
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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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Robert T. Brigantic, David S. Ebert, Courtney D. Corley, Ross Maciejewski, George A. Muller, & Aimee E. Taylor. (2010). Development of a quick look pandemic influenza modeling and visualization tool. 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: Federal, State, and local decision makers and public health officials must prepare and exercise complex plans to contend with a variety of possible mass casualty events, such as pandemic influenza. Through the provision of quick look tools (QLTs) focused on mass casualty events, such planning can be done with higher accuracy and more realism through the combination of interactive simulation and visualization in these tools. If an event happens, the QLTs can then be employed to rapidly assess and execute alternative mitigation strategies, and thereby minimize casualties. This can be achieved by conducting numerous “what-if” assessments prior to any event in order to assess potential health impacts (e.g., number of sick individuals), required community resources (e.g., vaccinations and hospital beds), and optimal mitigative decision strategies (e.g., school closures) during the course of a pandemic. In this presentation, we overview and demonstrate a pandemic influenza QLT, discuss some of the modeling methods and construct and visual analytic components and interface, and outline additional development concepts. These include the incorporation of a user selectable infectious disease palette, simultaneous visualization of decision alternatives, additional resource elements associated with emergency response (e.g., first responders and medical professionals), and provisions for other potential disaster events.
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Bruce D. Campbell, Konrad E. Schroder, & Chris E. Weaver. (2010). RimSim visualization : An interactive tool for post-event sense making of a first response effort. 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: Upon developing a software agent-based simulator for training roles in emergency response scenarios, the PARVAC team at the University of Washington has pursued building a tool for better investigative review and insight generation on the performance of an emergency response game session team. While our RimSim Response software included the opportunity to re-run a simulated team performance in order to review player and agent behavior, we did not provide our trainees the ability to visually query their performance outside of a sequential review of the emergency response effort. By integrating our RSR visualization components with an existing visual query software package called Improvise, we were able to construct highly-coordinated visualizations of our data model for the ability to apply a sense making approach in the investigation of live player and software agent-based behavior – both as individual players and as combinations of players working on tasks associated with an emergency response scenario. The resultant tool is now our primary visualization tool for discussing first responder team performance and supports the overall RSR objective of training teams to make the most effective, recognition-primed decisions when a real emergency crisis occurs in their community. This paper reviews our visualization tool and demonstrates its use.
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Wendy A. Edwards, Awais Vaid, & Ian S. Brooks. (2010). INDICATOR: An open-source cyberenvironment for biosurveillance. 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: In this paper, we discuss the architecture and implementation of INDICATOR, a free open source cyberenvironment for disease surveillance. Biosurveillance entails numerous tasks, including data acquisition and preparation, analysis, and reporting. These tasks can be modeled and executed as a workflow. Workflows encapsulate data, tools, and metadata. Cyberenvironments provide integrated, user-friendly sets of tools and services to marshal resources and help researchers analyze, visualize, and model their data. INDICATOR uses an Eclipse-based cyberenvironment that supports interactive workflow creation, connection to data and event streams, provenance tracking, and reuse of workflows and fragments to acquire, analyze, and visualize public health data.
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Holger Fischer, & Florian Klompmaker. (2012). Enriching disaster control management based on human-centered design. 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: Hurricanes or earthquakes reveal the increasing importance of the research in disaster control management, which is essential to coordinate the amount of rescue activities. The German Federal Agency for Technical Relief is responsible for tasks like coordination, high capacity pumping and infrastructure. To support them in their management process and to improve the efficiency and the effectiveness in their workflow, we built an interactive table and established a human-centered design process to understand the context of use and to create a system out of the users' perspective. In this paper we present further scenarios as a result of the second iteration in performing human-centered design methods together with experts in the domain. We show that methods like ethnography studies, task analyses or workshops are suitable and essential in this context and arise in helpful tools that support the experts with additional information in case of decisions. © 2012 ISCRAM.
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Steven R. Haynes, Mark J. Jermusyk, & Frank E. Ritter. (2014). Utility-theoretic training for mass casualty incidents. 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. 473–482). University Park, PA: The Pennsylvania State University.
Abstract: This paper describes an approach to training emergency responders for mass casualty incidents. The approach is derived from a methodology and supporting software system called Summit. The Summit approach uses an integration of scenarios, hierarchical task analysis, interaction modeling, and expected utility theory to represent how actors engage in complex tasks; here we model mass casualty incident (MCI) activities supported by interactive technologies. Our goal is to ground MCI training in realistic scenarios and to demonstrate required response capabilities through associated hierarchical task analyses (HTA). The terminal nodes in an HTA are interactions, that provide a fine-grained model of the actors, technologies, data, and methods involved in realizing the required capability. The components of an interaction may have associated utility factors (benefits, costs, and risks) that provide learners with a rationale-based resource for understanding how different technologies are used to support MCI response efforts. Assessment of the approach is underway within a local EMS organization.
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Alexandra Krakovsky. (2010). The role of social networks in crisis situations: Public participation and information exchange. 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: The goal of the paper is to discuss the framework for an interdisciplinary human-computer interactive technology that facilitates information and resource exchange and forms core groups for crisis management. The social networks discussed here are designed to incorporate local knowledge and participation and to foster institutional and academic ties by modeling interrelationships among global communities and exploring policy options. Social interactions between individuals and organizations are explored especially in situations when directed responses are helpful in predicting the complex interplay between social, political, and technological systems and practices that result in a transfer of information and resources in disaster situations. In the future, such networks shall identify patterns through which groups interact in responding to critical issues and shall incorporate more complicated actions by individuals and organizations allowing them to move away from a rigid path to manage disasters via the most situationally appropriate routes.
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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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Ma Ma, H. Zhang, & Yi Liu. (2014). Development of a joint official microblog platform to improve interactive communication with the public under a centralized system. 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. 782–786). University Park, PA: The Pennsylvania State University.
Abstract: Social media bring both challenges and opportunities to crisis management. This paper summarizes the difficulties in crisis communication under a centralized jurisdiction system by looking into online collective behaviors in mainland China. The paper then introduces the development of an official microblog and proposes a joint official microblog platform to improve interactive communication in a centralized system. The functional design of this platform is introduced in detail and the future improvement of the platform is discussed.
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Matthias Max, & Johannes Sautter. (2013). Analysis of a German first responder exercise: Requirements for exercise-support and simulation. 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. 923–924). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: The work of first responders is marked by unpredictable situations, quick decisions and peak performance. Gathering all important information related to an emergency situation forms the basis for a meaningful and purposeful planning and action. For example during an accident scene the execution of complex individual orders is crucial. The many rescue facilities, rescue vehicles, and first responders needed lead to complex workflows. Real-life exercises are necessary to train controllers and first responders in handling these special situations, but are difficult and costly to organize. This paper gives a short overview of such an exercise and draws a rough practitioner-based vision of a potential simulation-based interactive system that could support exercise leaders and decision makers towards an effective utilization of real-life exercise data.
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Teresa Onorati, Alessio Malizia, Paloma Díaz, & Ignacio Aedo. (2010). Interaction design for web emergency management information systems. 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: The interaction design for web emergency management information systems (WEMIS) is an important aspect to keep in mind due to the criticality of the domain: decision making, updating available resources, defining a task list, trusting in proposed information. A common interaction design strategy for WEMIS seems to be needed but currently there are few references in literature. Our aim is to contribute to this lack with a set of interactive principles for WEMIS. From the emergency point of view, existing WEMIS have been analyzed to extract common features and to design interaction principles for emergency. Furthermore, we studied design principles extracted from the Turoff's model relating them to emergency phases and features. In particular, in this paper, we choose to follow the current trend in the definition of emergency life cycles. In our approach, referring to general policies in literature, the emergency management process is divided into two different sub cycles: back-end and front-end. From the interaction point of view, a formalization process based on the interactive PIE model has been defined. The result we propose here is a set of design principles for supporting interactive properties for WEMIS.
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Kenneth S. Pelman, & Anthony C. Robinson. (2011). An interactive mapping application for rapid evacuation planning. 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: Current GIS solutions for evacuation planning are frequently based on expensive and difficult to use commercial software solutions. These tools require a GIS analyst to generate and interpret results for decision makers. This paper introduces a web-based interactive mapping tool called EvacSpace that can provide emergency managers with actionable spatial information to develop plans for potential citizen evacuations in common emergency situations. Easy-to-use web mapping software and services are blended together with cloud computing methods to support interactive, visually-enabled evacuation planning and scenario evaluation. Here we show our current progress through a case study application to characterize the usefulness and utility of EvacSpace for the rapid, interactive development and assessment of evacuation plans.
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Giorgio Rascioni, Susanna Spinsante, Ennio Gambi, & Daniele Falcone. (2008). DTT technology for rural communities alerting. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 12–17). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: The transition from analog to digital television broadcasting has opened the way to a number of new services, enabled by the advanced potentialities offered by interactive applications. Considering the wide diffusion of TV receivers among people living both in towns and rural areas, and how many people, either old or young, educated or not, are familiar with the TV box, it is reasonable to exploit such a capillary and widespread technology to reach immediately and directly almost the total population in a certain area. Among the possible applications, emergency and alert information dissemination can play a vital role in improving the communities response and reaction to natural or man made disasters. Focusing on this topic, this paper proposes an alert dissemination service exploiting an MHP interactive application developed ad hoc for DVB-T broadcasting, to force the direct delivery of emergency information to TV users.
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André Sabino, & Armanda Rodrigues. (2011). Understanding the role of cooperation in emergency plan construction. 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: In this paper we describe a proposal for information organization for computer supported cooperative work, while working with spatial information. It is focused on emergency response plan construction, and the requirements extracted from that task. At the centre of our proposal is the analysis of the structure of the cooperative workspace. We argue that the internal information representation should follow a spatial approach, tying the structure used to manage users with the structure used to manage information, suggesting the use of different spaces to represent the information. The gain we expect from this approach is the improved capacity to extract information on how people are cooperating and their relationship with the information they are working with. The ideas are introduced while focusing on real life emergency planning activities, where we discuss the current shortcomings of the cooperation strategies in use and propose a solution.
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Sara Tena, Ignacio Aedo, David Díez, & Paloma Díaz. (2014). TIPExtop: An exploratory design tool for emergency planning. 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. 454–462). University Park, PA: The Pennsylvania State University.
Abstract: Emergency planning is an ongoing activity in which a multidisciplinary group of experts intermittently collaborate to define the most appropriate response to risks. One of the most important tasks of emergency planning is risk reduction. Such a task compiles the analysis of capabilities to face an emergency, the prioritizing of activities, and the definition of procedures and strategies. It is therefore a reflection process based on exchanging information between planners and exploring alternatives. Despite the exploration of alternatives is an especially relevant activity to design better plans, recent research on computer-mediated collaborative tools for planning do not usually offer support for this activity. Thus, with the purpose of supporting reflection during the development of risk reduction tasks, this paper presents an exploratory design tool that allow planners to assess the space of alternatives and the underlying information related those alternatives. This planning tool will help planners to examine and contextualize information, allowing them to define more suitable response strategies.
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Elena Tsiporkova, Nicolás González-Deleito, Tom Tourwé, & Anna Hristoskova. (2012). Ontology-driven multimodal interface design for an emergency response application. 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 paper, we propose an ontology-driven modelling framework, which allows to capture the domain and expert knowledge available within the interface design community, and to support designers in their daily design tasks by eliciting user and application dependent design recommendations. We illustrate how this framework can be used in practice with a concrete case study devoted to multimodal interface design for the purpose of emergency response applications. © 2012 ISCRAM.
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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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Nuwan Waidyanatha, Tharaka Wilfred, Kasun Perera, Manoj Silva, & Brenda Burell. (2012). Complexity and usability of voice-enabled alerting and situational reporting decoupled 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: Telephone calls are the predominant telecommunication mode in Sri Lanka. Leveraging voice-based applications for disaster communication would be acceptable and sustainable. The findings in this paper are from an experiment concerning interactive voice for connecting community-based emergency field operatives with their central coordination hub. Challenge was in interchanging the Freedom Fone (FF) Interactive Voice Response (IVR) generated, Sinhala and Tamil language, speech data with the text-based 'Sahana' disaster management system for analysis and decision support. Emergency Data Exchange Language (EDXL) interoperable content standard was adopted for mediation. Low quality voice data resulting in incomplete information was a barrier to automating transformations between text and speech. Replacing those processes with human procedure significantly degrades the reliability. Moreover, human interaction with decoupled software systems, to accomplish the sequence of tasks, points to instabilities. This paper discusses the complexities and usability shortcomings discovered through controlled-exercises in Sri Lanka. © 2012 ISCRAM.
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Don J.M. Willems, & Louis Vuurpijl. (2007). Designing interactive maps for 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. 159–166). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: This paper describes the design, implementation, and evaluation of pen input recognition systems that are suited for so-called interactive maps. Such systems provide the possibility to enter handwriting, drawings, sketches and other modes of pen input. Typically, interactive maps are used to annotate objects or mark situations that are depicted on the display of video walls, handhelds, PDAs, or tablet PCs. Our research explores the possibility of employing interactive maps for crisis management systems, which require robust and effective communication of, e.g., the location of objects, the kind of incidents, or the indication of route alternatives. The design process described here is a mix of “best practices” for building perceptive systems, combining research in pattern recognition, human factors, and human-computer interaction. Using this approach, comprising data collection and annotation, feature extraction, and the design of domain-specific recognition technology, a decrease in error rates is achieved from 9.3% to 4.0%.
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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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