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Cornelia Caragea, Nathan McNeese, Anuj Jaiswal, Greg Traylor, Hyun-Woo Kim, Prasenjit Mitra, et al. (2011). Classifying text messages for the haiti earthquake. 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 case of emergencies (e.g., earthquakes, flooding), rapid responses are needed in order to address victims' requests for help. Social media used around crises involves self-organizing behavior that can produce accurate results, often in advance of official communications. This allows affected population to send tweets or text messages, and hence, make them heard. The ability to classify tweets and text messages automatically, together with the ability to deliver the relevant information to the appropriate personnel are essential for enabling the personnel to timely and efficiently work to address the most urgent needs, and to understand the emergency situation better. In this study, we developed a reusable information technology infrastructure, called Enhanced Messaging for the Emergency Response Sector (EMERSE), which classifies and aggregates tweets and text messages about the Haiti disaster relief so that non-governmental organizations, relief workers, people in Haiti, and their friends and families can easily access them.
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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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Muhammad Imran, Shady Elbassuoni, Carlos Castillo, Fernando Díaz, & Patrick Meier. (2013). Extracting information nuggets from disaster- Related messages in social media. 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. 791–801). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: Microblogging sites such as Twitter can play a vital role in spreading information during “natural” or man-made disasters. But the volume and velocity of tweets posted during crises today tend to be extremely high, making it hard for disaster-affected communities and professional emergency responders to process the information in a timely manner. Furthermore, posts tend to vary highly in terms of their subjects and usefulness; from messages that are entirely off-topic or personal in nature, to messages containing critical information that augments situational awareness. Finding actionable information can accelerate disaster response and alleviate both property and human losses. In this paper, we describe automatic methods for extracting information from microblog posts. Specifically, we focus on extracting valuable “information nuggets”, brief, self-contained information items relevant to disaster response. Our methods leverage machine learning methods for classifying posts and information extraction. Our results, validated over one large disaster-related dataset, reveal that a careful design can yield an effective system, paving the way for more sophisticated data analysis and visualization systems.
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Niels Netten, & Maarten Van Someren. (2006). Automated support for dynamic information distribution in incident management. In M. T. B. Van de Walle (Ed.), Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management (pp. 230–237). Newark, NJ: Royal Flemish Academy of Belgium.
Abstract: For all emergency response personnel involved in crisis situations it is essential to timely acquire all information critical to their task performance. However, in practice errors occur in the distribution of information between these collaborating actors leading to mistakes and subsequently more damage to the situation. In this paper we present a prototype system for dynamic information distribution able to support the information flow between collaborating crisis actors. The system has been evaluated by means of simulated experiments that use data from a real incident scenario. The results indicate that automated support by means of Machine Learning method works well. Especially, when actor work context features are included, then the performance on selecting and distributing relevant information is high. Furthermore, actors acquire relevant information much faster making group communication much more efficient.
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Jaziar Radianti, Julie Dugdale, Jose J. Gonzalez, & Ole-Christoffer Granmo. (2014). Smartphone sensing platform for emergency management. 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. 379–383). University Park, PA: The Pennsylvania State University.
Abstract: The increasingly sophisticated sensors supported by modern smartphones open up novel research opportunities, such as mobile phone sensing. One of the most challenging of these research areas is context-aware and activity recognition. The Smart Rescue project takes advantage of smartphone sensing, processing and communication capabilities to monitor hazards and track people in a disaster. The goal is to help crisis managers and members of the public in early hazard detection, prediction, and in devising risk-minimizing evacuation plans when disaster strikes. In this paper we suggest a novel smartphone-based communication framework. It uses specific machine learning techniques that intelligently process sensor readings into useful information for the crisis responders. Core to the framework is a content-based publish-subscribe mechanism that allows flexible sharing of sensor data and computation results. We also evaluate a preliminary implementation of the platform, involving a smartphone app that reads and shares mobile phone sensor data for activity recognition.
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Axel Schulz, Tung Dang Thanh, Heiko Paulheim, & Immanuel Schweizer. (2013). A fine-grained sentiment analysis approach for detecting crisis related microposts. 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. 846–851). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: Real-time information from microposts like Twitter is useful for applications in the crisis management domain. Currently, that potentially valuable information remains mostly unused by the command staff, mainly because the sheer amount of information cannot be handled efficiently. Sentiment analysis has been shown as an effective tool to detect microposts (such as tweets) that contribute to situational awareness. However, current approaches only focus on two or three emotion classes. But using only tweets with negative emotions for crisis management is not always sufficient. The amount of remaining information is still not manageable or most of the tweets are irrelevant. Thus, a more fine-grained differentiation is needed to identify relevant microposts. In this paper, we show the systematic evaluation of an approach for sentiment analysis on microposts that allows detecting seven emotion classes. A preliminary evaluation of our approach in a crisis related scenario demonstrates the applicability and usefulness.
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Peter Serwylo, Paul Arbon, & Grace Rumantir. (2011). Predicting patient presentation rates at mass gatherings using machine learning. 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: Mass gatherings have been defined as events where more than 1,000 people are present for a defined period of time. Such an event presents specific challenges with respect to medical care. First aid is provisioned on-site at most events in order to prevent undue strain on the local emergency services. In order to allocate enough resources to deal with the expected injuries, it is important to be able to accurately predict patient volumes. This study used machine learning techniques to identify which variables are the most important in predicting patient volumes at mass gatherings. Data from 201 mass gatherings across Australia was analysed, finding that event type is the most predictive variable, followed by the state or territory, heat index, humidity, whether it is bounded, and the time of day. Variables with little bearing on the outcome included the presence of alcohol, whether the event was indoors or outdoors, and whether it had one point of focus. The best predictive models produced acceptable predictions of the patient presentations 80% of the time, and this could be further improved using optimization techniques.
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Kate Starbird, Grace Muzny, & Leysia Palen. (2012). Learning from the crowd: Collaborative filtering techniques for identifying on-the-ground Twitterers during mass disruptions. 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: Social media tools, including the microblogging platform Twitter, have been appropriated during mass disruption events by those affected as well as the digitally-convergent crowd. Though tweets sent by those local to an event could be a resource both for responders and those affected, most Twitter activity during mass disruption events is generated by the remote crowd. Tweets from the remote crowd can be seen as noise that must be filtered, but another perspective considers crowd activity as a filtering and recommendation mechanism. This paper tests the hypothesis that crowd behavior can serve as a collaborative filter for identifying people tweeting from the ground during a mass disruption event. We test two models for classifying on-the-ground Twitterers, finding that machine learning techniques using a Support Vector Machine with asymmetric soft margins can be effective in identifying those likely to be on the ground during a mass disruption event. © 2012 ISCRAM.
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Joeri Van Laere, Jessica Lindblom, & Tarja Susi. (2007). Requirements for emergency management training from a 'passion for failures' perspective. 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. 449–456). Delft: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: Swedish municipalities are stimulated to conduct emergency management exercises in addition to developing crisis plans. These exercises tend to be grounded in an instrumental philosophy. There is too much focus on doing the exercise and too little attention for the implementation of lessons learned afterwards. A common experience is that the same 'mistakes' are discovered again and again in yearly exercises. Furthermore there is a paradoxical balance between empowering the organization in its learning process (positive feedback) and revealing the failures (negative feedback). In this paper we reflect on the learning process in a Swedish municipality in 2006 where two emergency management exercises were held and where a minor and a major crisis occurred during the year. We argue that the longitudinal learning process should be the focus in stead of ad hoc exercises. In addition we develop some requirements for emergency management training from a 'passion for failures' perspective.
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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, 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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