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Jose Vargas Florez, Anthony Charles, Matthieu Lauras, & Lionel Dupont. (2014). Designing realistic scenarios for disaster management quantitative models. 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. 180–189). University Park, PA: The Pennsylvania State University.
Abstract: Disaster Management has received a lot of attention over the last twenty years, and can now be considered a full research area. But a gap exists between research work proposals and their applications on the field. This is particularly true regarding quantitative approaches. One of the main issues is that the scenarios used to design and validate the proposals are often not accurate and/or too simple compared to the complexity of real situations. Designing realistic scenarios is of prime importance to be able to propose relevant quantitative models which could be implemented by practitioners. This paper tackles this problem by proposing a structured methodology which aims at defining realistic disaster scenarios. The case of earthquakes management in Peru is used to illustrate the consistency of our proposal.
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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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Anja Van Der Hulst, Rudy Boonekamp, & Marc Van Den Homberg. (2014). Field-testing a comprehensive approach simulation model. 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. 575–584). University Park, PA: The Pennsylvania State University.
Abstract: This paper describes the field tests of a simulation based game aiming at raising awareness and creating a deeper understanding of the dynamics of the comprehensive approach (CA). The setting of this game is that of a failed state where an UN intervention takes place after massive conflict that requires a CA to stabilize the situation. That is, the civil and military actors need to collaborate effectively, taking into account their respective strengths, mandates and roles. Underlying the game is the Go4it CA simulation Model (GCAM2.0). GCAM2.0 was extensively field-tested in eight sessions with about 16 persons each, aiming at assessment of the perceived realism and learning effects. It was found to provide a sufficiently authentic experience to obtain awareness of the CA in novices. With regard to improving the deeper understanding of the dynamics and complexity of the CA, in a cooperation-oriented setting only deeper learning can be reached.
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