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The virtual arena for crisis management

Mattson, Anders and Silfwerbrand, Lykke LU (2007) Fall Standards Interoperability Workshop Fall SIW.
Abstract
Computer supported gaming is an accepted methodology for the training of decision makers on several levels in crisis management. Commonly these tools are focused on two levels of training. One of them is training managers and leaders as if they had to do everything themselves, like training a general as a tank driver or a gunner, or a politician taking care of a car fire. The other level is aimed at staff personnel. You feed the staff with information using models of terrain and objects involved in the accident. This will train the staff but not the decision makers. These tools results in training athletes and arena staff rather than training decision/policy makers. Focus are on multiple interactive actions/objects (duels), data models,... (More)
Computer supported gaming is an accepted methodology for the training of decision makers on several levels in crisis management. Commonly these tools are focused on two levels of training. One of them is training managers and leaders as if they had to do everything themselves, like training a general as a tank driver or a gunner, or a politician taking care of a car fire. The other level is aimed at staff personnel. You feed the staff with information using models of terrain and objects involved in the accident. This will train the staff but not the decision makers. These tools results in training athletes and arena staff rather than training decision/policy makers. Focus are on multiple interactive actions/objects (duels), data models, data flow, bandwidth and refresh rate instead of policy making (i.e. ROE), awareness, prognoses, and high level intentions and goals. This paper proposes a method of designing training models that interact by communicating and sharing intentions and awareness instead of just producing raw position data, high fidelity status and formal orders. Firstly, embrace the possibility of mixing hard facts with fuzzy logic in order to present a Common Situational Awareness rather than a Common Operational Picture, which is normally based on outdated hard facts. Secondly, focus on high level results (overall aims) instead of low level details, for example look at intentions like rough plans with a top-down perspective. Top management dis-aggregation (a good guess based on intuition instead of millions of details) and intentionally hiding of unimportant information is crucial. The design should aim at replacing “filtered interactive user interfaces” with “conscious interface agents” that are allowed to do mistakes but are intelligent enough to correct them over time. To train leaders and managers correctly, and to build efficient decision support for high level commanders, the design of models (and agents) should build upon interactions that facilitate awareness (“it’s dangerous to be there”) and the understanding of intentions (“Evacuate”). (Less)
Please use this url to cite or link to this publication:
author
and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
Command and Control, Training, Virtual Arena, Emergency Management, Crisis Management, Societal Security, leadership, Interoperability, Awareness
host publication
[Host publication title missing]
volume
Fall SIW
publisher
Simulation Interoperability Standards Organization
conference name
Fall Standards Interoperability Workshop
conference dates
2007-09-16 - 2007-09-21
external identifiers
  • scopus:84867774596
language
English
LU publication?
yes
id
34d45476-29c2-4292-b257-2f34d0518c7e (old id 1387499)
date added to LUP
2016-04-04 10:26:11
date last changed
2022-01-29 20:20:42
@inproceedings{34d45476-29c2-4292-b257-2f34d0518c7e,
  abstract     = {{Computer supported gaming is an accepted methodology for the training of decision makers on several levels in crisis management. Commonly these tools are focused on two levels of training. One of them is training managers and leaders as if they had to do everything themselves, like training a general as a tank driver or a gunner, or a politician taking care of a car fire. The other level is aimed at staff personnel. You feed the staff with information using models of terrain and objects involved in the accident. This will train the staff but not the decision makers. These tools results in training athletes and arena staff rather than training decision/policy makers. Focus are on multiple interactive actions/objects (duels), data models, data flow, bandwidth and refresh rate instead of policy making (i.e. ROE), awareness, prognoses, and high level intentions and goals. This paper proposes a method of designing training models that interact by communicating and sharing intentions and awareness instead of just producing raw position data, high fidelity status and formal orders. Firstly, embrace the possibility of mixing hard facts with fuzzy logic in order to present a Common Situational Awareness rather than a Common Operational Picture, which is normally based on outdated hard facts. Secondly, focus on high level results (overall aims) instead of low level details, for example look at intentions like rough plans with a top-down perspective. Top management dis-aggregation (a good guess based on intuition instead of millions of details) and intentionally hiding of unimportant information is crucial. The design should aim at replacing “filtered interactive user interfaces” with “conscious interface agents” that are allowed to do mistakes but are intelligent enough to correct them over time. To train leaders and managers correctly, and to build efficient decision support for high level commanders, the design of models (and agents) should build upon interactions that facilitate awareness (“it’s dangerous to be there”) and the understanding of intentions (“Evacuate”).}},
  author       = {{Mattson, Anders and Silfwerbrand, Lykke}},
  booktitle    = {{[Host publication title missing]}},
  keywords     = {{Command and Control; Training; Virtual Arena; Emergency Management; Crisis Management; Societal Security; leadership; Interoperability; Awareness}},
  language     = {{eng}},
  publisher    = {{Simulation Interoperability Standards Organization}},
  title        = {{The virtual arena for crisis management}},
  volume       = {{Fall SIW}},
  year         = {{2007}},
}