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This paper presents a novel architecture and tool designed for creating High Level Architecture (HLA) compliant training simulations that enhance emergency management training. The architecture leverages multiple ontologies through Nonlinear Interactive Storytelling to generate modular and varied simulation scenarios. By integrating existing standards and providing a visual simulation creation tool, the system aims to improve training outcomes for emergency response teams, ultimately enhancing preparedness and response effectiveness in real-life emergency situations.
… '08. 11th IEEE …, 2008
Training simulations, which involve the collaboration of multiple users (represented as avatars), sharing a common virtual environment, are difficult to build, control and manage. This paper describes an architecture to support nonprogrammer emergency management trainers to rapidly create different instances of powerful and complex training simulations. The novel aspects of this architecture, that makes it different from other related systems, are the innovative techniques and concepts that are used. Events collected from sensor networks deployed on physical environments subject to emergency situations can be added to the simulation scenarios being created. A set of ontologies was devised to create powerful training simulation instances, such as different fire classes, different fire fighting techniques, specific rescue tactics, etc. A case study was implemented to validate the architecture. The results show that this system can be a powerful tool for the creation of complex training simulations.
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.
Computer Standards & Interfaces, 2015
Operatives' training is crucial in emergency management. Traditional exercises to improve procedures interoperability and harmonization between agencies are complex and expensive. Research on command and control systems specifically designed for emergency management and on virtual reality use leads towards enhancing real world applications' capabilities, facilitating management and optimizing resource usage. This paper proposes a new architecture for a training system based on the interconnection between real and virtual worlds extending the MPEG-V standard; allowing real and virtual units' simultaneous and real-time training using commercial off-the-shelf equipment, and including a novel subsystem for video management from both real and virtual sources.
First responders and incident management personnel need better training resources to prepare for future disasters. Live training exercises while valuable are often very expensive to organize and conduct. Training using modeling, simulation, and gaming technologies could help to prepare for a more diverse range of scenarios than live exercises, as well as support individual, team, or multi-organizational training needs at lower cost. Effective, technically sound, and commercially available standards-based solutions are needed. A concept demonstration has been developed at National Institute of Standards and Technology (NIST) to facilitate the identification, development, and deployment of standards that enable the integrated use of modeling, simulation, and gaming technology for incident management training, mission planning, and operational support. One of the simulation tools selected in the concept demonstration was AutoMod. It was used to model the metropolitan train system in Washington DC. The concept demonstration was also used to identify use case scenarios, integration requirements, interoperability issues, standards needs, and available solutions.
2007
Simulation and gaming can support decision making through all phases of incident management including prevention, preparedness, response, recovery, and mitigation. A number of gaming and simulation tools have been developed for the purpose but they generally utilize proprietary or unique data interfaces and their own view of partitioning the application and solution space. This creates a large obstacle for wide use, and in particular, prevents the use of these tools in an integrated manner to address the application space. This paper explores the groundwork needed to build standards for integrated gaming and simulation tools for incident management. An architecture has been proposed to identify the required groups of simulation and gaming modules for incident management and define their scope in the solution space. A conceptual model is proposed for the data required for such simulations. Available data exchange standards are mapped to the conceptual data model. A concept prototype ...
Future Generation Computer Systems, 2001
Micro-world simulation and exercise monitoring will have an important role in future group distance exercise (GDE) systems. Micro-world simulations can be used for training basic coordination and collaborative work in emergency management and command-and-control situations. An important design task when developing distributed interactive simulation systems for GDE is to define a proper monitoring functionality that will help the training managers to evaluate the exercises. In our research, we have developed C 3 Fire, a web-based distributed interactive simulation system. This paper presents results from using the C 3 Fire micro-world and our work on exercise monitoring.
2015
: The Virtual Civilian Aeromedical Evacuation Sustainment Training (V-CAEST) project has a central goal to improve communication between civilian medical practitioners (i.e., first responders, EMTs, etc.) and the military during disaster situations. V-CAEST focuses on disaster situations that span multiple jurisdictions and require aeromedical evacuation. The University of Memphis, in conjunction with Arizona State University, gathered the content of an existing live-action training program (CAEST) and leveraged existing effective educational technologies (i.e., Auto Tutor Lite, a web-based intelligent tutoring system equipped with natural language processing) to develop a new virtual learning environment. Specifically, the University of Memphis worked with CliniSpace to develop a virtual world enabled with Auto Tutor Lite, to model the live-action training program CAEST. The V-CAEST project sought to develop a virtual learning environment that is more cost-effective and wide-reachi...
Cognition, Technology & Work, 2017
This paper describes a design of a collaborative virtual environment (CVE) for training security agents in big events. The CVE was modelled with Autodesk 3ds Max, while Unity 3D was used to create the terrain and implement the features that make up a virtual environment. The Brazilian soccer stadium known as Maracanã and its surroundings were chosen as the real counterparts of the CVE. The usability of the CVE was evaluated through simulations involving security agents dealing with threats related to suspects carrying radioactive material in big events. In order to perform these simulations, we use the same procedures used during 2014 FIFA World Cup and planned to be used in Rio 2016 Olympic Games. The main objective of this work is to verify the feasibility of designing a CVE and its usability for training security agents involved in big events issues. Results indicated that the proposed CVE has been successful concerning both, design and usability, besides of helping to improve the ability of each member of the security team on performing his duty.
CGAMES …, 2008
The development of a computer-based simulation for emergency response exercise training to facilitate trainees’ learning activities and learning outcomes is proposed. Some limitations in using these simulations in emergency services include a focus on small-scaled individual task training and highly controlled environments designed to measure trainees’ performance. These problems decrease the realism of the simulation which should represent more diverse, open-ended, counter-intuitive and unpredictable environmental conditions. These problems could reduce learning outcomes brought about by allowing open-ended discussions and team working. Virtual worlds provide a new methodological framework for conducting emergency response exercises. This paper describes a research agenda for the development of a virtual training exercise for emergency response. It has three objectives: firstly, it highlights the issues of validity of exercises for emergency events; secondly, it reviews possible virtual worlds which could be deployed as test bed environments and presents methodologies for their evaluation. Lastly, it suggests a future development of a virtual environment that may be used to support the emergency planning community by considering an existing similar project.
DOAJ (DOAJ: Directory of Open Access Journals), 2016
This paper describes a Collaborative Virtual Environment (CVE) for training and assessment of collaboration among agents who deal with radiological and nuclear emergency situations at big events. For modelling the virtual environment we used Unity software for the land creation, and Autodesk 3ds Max for the scenery and objects. We include in the Unity core radiation detectors and avatars. For the development of scenarios on the approach to individuals suspected of carrying radioactive materials, we analysed practices, procedures and the organization of radiological protection agents during events in the 2014 FIFA World Cup. Results indicated that the Collaborative Virtual Environment are suitable for training simulations in emergencies, because it was able to represent scenarios quite close to potential emergency situations.
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