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Jane Barnett, William Wong, David Westley, Rick Adderley, & Michelle Smith. (2011). Startle points: A proposed framework for identifying situational cues, and developing realistic emergency training scenarios. 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: Real-world crises are not prescriptive and may contain unexpected events, described here as startle points. Including these events in emergency training simulator scenarios is crucial in order to prepare for startle points that may arise in the real world. Startle points occur when individuals who assess and monitor emergency scenarios, are suddenly faced with an unexpected event, and are unsure how to proceed. This paper offers a non-empirical framework that explores how cues generated by startle points affect decision making. Future research will use the framework to explore how experts and novices experience, and then adapt to startle points, as a function of decision mode, situation awareness, and emotional arousal. The resulting data can then be used to identify cues surrounding startle points and as a consequence, create dynamic scenarios for online training simulators so that individuals can prepare and adapt to them, and transfer acquired skills to real-world emergencies.
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Julie Dugdale, Bernard Pavard, Nico Pallamin, Mehdi El Jed, & Laurent Maugan. (2004). Emergency fire incident training in a virtual world. In B. C. B. Van de Walle (Ed.), Proceedings of ISCRAM 2004 – 1st International Workshop on Information Systems for Crisis Response and Management (pp. 167–172). Brussels: Royal Flemish Academy of Belgium.
Abstract: The effectiveness of 'close to reality' training simulations is due to the fact that they provide a sense of immersion and allow several participants to interact naturally. However, they are expensive, time-consuming, difficult to organise and have a limited scope. We present a virtual reality training simulator which overcomes these disadvantages. We describe the approach and methodology and conclude with a discussion of the most crucial challenges when developing such a system. In this paper we would like to introduce the notion of cultural technologies which produce a sense of social as well as cultural immersion. We will discuss the main ingredients of such an immersion, in particular the notion of situated virtual interaction (how interactions in a virtual world can be comparable with human interactions in real situations). We also discuss on the role of interfaces (real time motion capture) and emotional expression in the design of such environments. © Proceedings ISCRAM 2004.
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Henrik Berndt, Daniel Wessel, Lennard Willer, Michael Herczeg, & Tilo Mentler. (2018). Immersion and Presence in Virtual Reality Training for Mass Casualty Incidents. In Kees Boersma, & Brian Tomaszeski (Eds.), ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management (pp. 806–817). Rochester, NY (USA): Rochester Institute of Technology.
Abstract: Preparation for mass casualty incidents (MCIs) is highly important but difficult to accomplish. Incidents are rare, often complex, and training is costly. However, with the development of consumer grade virtual reality (VR) hardware, immersive training simulations have become affordable for competency training. To make simulations effective, users have to be immersed and feel present in the simulation. We have developed a VR training system for MCIs in a user centered design process with emergency personnel and further improved the system to increase immersion and presence. In an evaluation with eighteen paramedic trainees, we compare six hypothesized design improvements between the two simulations, such as using a menu or a simulated emergency bag for interaction. Results indicate clear user preferences of interaction styles related to immersion and presence in MCI VR simulations.
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Christine Owen, Jan Douglas, & Gregory Hickey. (2008). Information flow and teamwork in Incident Control Centers. In B. V. de W. F. Fiedrich (Ed.), Proceedings of ISCRAM 2008 – 5th International Conference on Information Systems for Crisis Response and Management (pp. 742–751). Washington, DC: Information Systems for Crisis Response and Management, ISCRAM.
Abstract: This paper reports research in progress into a study of information flow and teamwork in Incident Management Teams (IMTs) in Australia. The research project, funded by the Bushfire Co-operative Research Centre. The overall research design includes interviews with experienced personnel, observations of real-time incidents and training simulations and a national questionnaire of incident management practices. Data reported in this conference session will focus on a sample of observation data conducted in two training simulations of a wildfire incident. Observations were video recorded and key IMT members wore lapel microphones. Video data has been coded for use of artifacts (e.g., maps, status boards) and room movement. Audio data has been coded for by the quantity and quality of interactions within and between IMT functions. The presentation aims to contribute to an understanding of what enables and constrains effective teamwork and information flow within Incident Control Centers (ICCs) in Australia.
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