Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Distributed cognition: toward a new foundation for human-computer interaction research
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Using Virtual Environments to Train Firefighters
IEEE Computer Graphics and Applications
Firefighter command training virtual environment
Proceedings of the 2003 conference on Diversity in computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Doing interface ecology: the practice of metadisciplinary
ACM SIGGRAPH 2005 Electronic Art and Animation Catalog
Making action visible in time-critical work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mental models: knowledge in the head and knowledge in the world
ICLS '96 Proceedings of the 1996 international conference on Learning sciences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A study of emergency response work: patterns of mobile phone interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sidh - a Game Based Firefighter Training Simulation
IV '07 Proceedings of the 11th International Conference Information Visualization
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game
Proceedings of the ACM 2009 international conference on Supporting group work
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Proceedings of the 2010 ACM-BCS Visions of Computer Science Conference
Zero-fidelity simulation of fire emergency response: improving team coordination learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Design of Everyday Things
A serious game supporting collaboration
Proceedings of the 2013 conference on Computer supported cooperative work companion
Feedback Fidelities in Three Different Types of Crisis Management Training Environments
International Journal of Sociotechnology and Knowledge Development
Hi-index | 0.00 |
Crisis response engenders a high-stress environment in which teams gather, transform, and mutually share information. Prior educational approaches have not successfully addressed these critical skills. The assumption has been that the highest fidelity simulations result in the best learning. Deploying high-fidelity simulations is expensive and dangerous; they do not address team coordination. Low-fidelity approaches are ineffective because they are not stressful. Zero-fidelity simulation develops and invokes the principle of abstraction, focusing on human-information and human-human transfers of meaning, to derive design from work practice. Our principal hypothesis is that crisis responders will experience zero-fidelity simulation as effective simulation of team coordination. We synthesize the sustained iterative design and evaluation of the Team Coordination Game. We develop and apply new experimental methods to show that participants learn to cooperate and communicate, applying what they learn in practice. Design implications address how to employ the abstraction principle to develop zero-fidelity simulations.