Trishan R. De Lanerolle, William V. Anderson, Sam DeFabbia-Kane, Eli Fox-Epstein, Dimitar Gochev, & Ralph A. Morelli. (2010). Development of a virtual dashboard for event coordination between multiple groups. 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: Collabbit is an open source web-based application that aims to increase emergency management efficiency through distributed asynchronous information sharing. The software is targeted to loosely coupled non-profit disaster relief agencies that coordinate response to and recovery from disasters. Disaster relief agencies create a common operating picture of an emergency incident through remotely posted incident updates. Individual users subscribe to topics of interest and receive near-instantaneous updates on those topics. Where information is lacking, users may access a topically organized contact registry. This report describes the development and deployment of the Collabbit project.
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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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