We value your privacy
This paper describes the design and development of a location-aware augmented reality game designed to help fire emergency response students learn embodied team coordination skills. This work incorporates design implications from a fire training school ethnography to develop a game design. It addresses how game design affects the participant experience, and helps teach team coordination skills. Emphasis is placed on the iterative design process, and how emerging ethnographic data has resulted in ongoing evolution of the game design.
Do you want to read the rest of this article?
... They concluded, then, that interactive simulations could aid in the training process by allowing development and implementation of particular attributes that are based on the proper information acquisition and communication needed to work together to build the 'information picture'. Following up on their analysis of the potential for implicit coordination training in fire fighter trainees, Toups and Kerne  developed an augmented reality game, called Rogue Signals, with the purpose to enhance training of team coordination skills. As such, a user must coordinate their actions effectively to be successful in the game. ...
... In addition to their inherent interaction, motivation, and engagement, the application of virtual simulations and serious games to fire fighter education and training can provide a safer and cost effective training environment. The majority of these tools that have been developed to date focus on fire education [37, 38, 40, 47, 56, 57,676869 94] incident command level decision making and team coordination [21, 43, 46, 49, 50, 54], building evacuations [95, 96], and very few at the individual task level duties of the fire fighter  . One of the major limitations of virtual simulations and serious games has been the limited use and reporting of quantitative measures to accurately assess the effectiveness and efficacy of the simulation along with the ecological validity. ...
Fire fighting is an extremely physically and physiologically demanding occupation, requiring tremendous
resources for training personnel as well as incurring significant workplace safety and insurance board (WSIB)
costs. Approximately 33% of fire fighter injuries result from exposure to fire leading to the possibility of
reducing these injuries through training fire fighters to make better decisions, particularly when under stress.
Simulation (and virtual simulation in particular) offers a safe and cost-effective alternative to practice with
real fire, offering entry level training to aid fire fighters to reach a specific competency level. With the ubiquity
of video-game play and advent of new consumer-level physical interfaces for video-games (e.g., the Nintendo
Wii Fit balance-board and the Microsoft Kinect), serious games (games whose primary purpose is education
and training), are able to provide users with innovative interactive techniques that are highly engaging and
immersive. This paper reviews the development of serious games and virtual simulation applications that
may be utilized for training in the fire service. Current technology allows for the simulation of fire spread
and smoke movement along with training certain fire fighting skills and incident command co-ordination. To
date, gaming technology is not capable of providing a real world scenario that is completely and faithfully
accurate in a dynamic virtual environment. Although additional work remains to overcome current issues
associated with serious games and virtual simulations, future work should focus on utilizing the benefits of
gaming environments and virtual simulations to recreate the decision making processes and physical task
requirements that individual fire fighters encounter in an emergency situation and incorporate them into a
simulation environment where the physical and psychological stresses are analogous to live fire fighting
... a 3D Authoring System, was extended to develop an AR game . A location-aware AR game was designed to help fire emergency response students learn embodied team coordination skills in . Battleship, an interactive AR game, was approached in . ...
Augmented reality (AR), a useful visualization technique, is reviewed based literatures. The AR research methods and applications
are surveyed since AR was first developed over forty years ago. Recent and future AR researches are proposed which could help
researchers of decide which topics should be developed when they are beginning their own researches in the field.
Today's modern mobile devices (e.g., smartphones and tablets) present great potential for building large-scale mobile sensing and information sharing systems which can be highly beneficial to minimize the fatalities of human lives during emergency response. This paper presents a framework, called BREathing rate MONitoring (BREMON) that allows paramedics to monitor the breathing activities of multiple patients at once using their smartphones. BREMON uses the smartphone accelerometer to measure the accelerations during the breathing activities of a patient. These raw acceleration data are then processed to calculate the number of Breaths Per Minute (BPM) and periodically sent to the smartphones used by the paramedics over a multi-hop network. BREMON makes use of an underlying service sharing infrastructure, called SPontaneous Information and Resource sharing InfrasTructure (SPIRIT) that allows mobile devices to share the breathing activity data as services within the infrastructure.
Rogue Signals is a location-aware team-based augmented reality game. It is a platform for experimentation on team dynamics in situations where critical information is scarce and distributed among participants who must communicate through restricted channels. A human team, consisting of a coordinator and a group of harvesters competes against a group of autonomous agents. The game design intentionally constrains the level of information made available to the harvesters, which makes the success of the team dependent on human-to-human communication between the coordinator and the harvesters. The goal is to promote and explore processes of team communication and cognition. Applications include emergency response, as well as social networking and entertainment.
Fire emergency response requires rapidly processing and communicating information to coordinate teams that protect lives and property. Students studying to become fire emergency responders must learn to communicate, process, and integrate information during dangerous, stressful, and time-sensitive work. We are performing an ethnographic investigation that includes interviews with experienced fire emergency responders and observations of team burn training exercises with students. We distill salient components of firefighting practice, which are relevant to the design of fire emergency response education systems. We derive design implications for systems that teach fire emergency responders to deal with issues surrounding the communication and integration of fireground information: the mixing of communication modalities, the distribution of information acquisition sources to create information differential and uncertainty, and audible clues. Author Keywords