45,279 research outputs found

    Firewatch: Use of Sattelite Imagery by Remote\ud Communities in Northern Australia for Fire Risk\ud Communications.

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    This paper presents the contextual background and early findings from a new research project funded by the Australian Research Council titled Using community engagement and enhanced visual information to promote FireWatch satellite communications as a support for collaborative decision-making. FireWatch (provided by Landgate in Western Australia) is an internet-based public information service based on near real time satellite data showing timely information relevant to bushfire safety within Australia. However, it has been developed in a highly technical environment and is currently used chiefly by\ud experts. This project aims to redesign FireWatch for ordinary users and to engage a remote community in Northern Australia in this process, leading to improved decision making surrounding bushfire risk

    Design smart city apps using activity theory.

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    In this paper we describe an innovative approach to the design process of Smart City interventions. We tested it with participants enrolled in the Master\u2019s Degree program in \u201cInnovators in enterprise and public administration\u201d: the objective of the Master was to stimulate the acquisition of technical and methodological skills useful in designing and implementing specific Smart City actions. During the "project work" phase, participants learned about a design method named SAM \u2013 Smart City Model - based on the Cultural Historical Activity Theory (CHAT). We present an overview of design criteria for Smart City projects, the description of the theoretical framework of Activity Theory, and our proposal of the SAM design model. We also present some examples of student\u2019s \u201cprojects\u201d and a more extensive description of one case study about the full design process of an App planned using SAM, for \u201csmart health\u201d vaccine management and monitoring services. The App was later published and made available to the citizens and was successful in attracting thousands of users. All the participants considered the model very useful in particular because it made possible to understand the interaction and solve contradictions between different stakeholders and systems involved

    Using visual analytics to develop situation awareness in astrophysics

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    We present a novel collaborative visual analytics application for cognitively overloaded users in the astrophysics domain. The system was developed for scientists who need to analyze heterogeneous, complex data under time pressure, and make predictions and time-critical decisions rapidly and correctly under a constant influx of changing data. The Sunfall Data Taking system utilizes several novel visualization and analysis techniques to enable a team of geographically distributed domain specialists to effectively and remotely maneuver a custom-built instrument under challenging operational conditions. Sunfall Data Taking has been in production use for 2 years by a major international astrophysics collaboration (the largest data volume supernova search currently in operation), and has substantially improved the operational efficiency of its users. We describe the system design process by an interdisciplinary team, the system architecture and the results of an informal usability evaluation of the production system by domain experts in the context of Endsley's three levels of situation awareness

    The nature of work-related problems: messy, co-produced and wicked

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    Purpose – Work-based research is the applied form of work-based learning (WBL) and has been described as the systematic and methodical process of investigating work-related 'problems'. Such problems can either be associated with specific workplaces and domains of practice or may more broadly be described as practical, social or real-world in nature. However, the specific characteristics of work-related problems for organisations and society have yet to be explained, and inadequate problem definition, multiple and competing goals, and lack of agreement on cause-effect relationships have hampered understanding. The purpose of this paper is to examine the nature of work-related problems and provides examples from real-world contexts in Australia. Design/methodology/approach – The paper provides models and examples of standard and non-standard work-related problems based on prior research and current practice. Findings – Research paradigms view work-related problems as either definable and solvable or ill-defined, complex, difficult to describe and not easily rectified. The former view is concerned with 'high ground problems' associated with traditional research methods; the latter with 'lowland, messy, confusing problems' more frequently associated with the social sciences. Irrespective of orientation and definition, work-related problems have one thing in common: they are typically messy, constantly changing and complex, and many are co-produced and wicked. Originality/value – Despite difficulties with identifying and isolating the various types of work-related problem, the paper establishes the importance of doing so for the practitioner. The definition and examination of work-related problems contribute to an evolving formulation of WBL and its application to private organisations, government agencies and work more generally

    Using simulation gaming to validate a mathematical modeling platform for resource allocation in disasters

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    The extraordinary conditions of a disaster require the mobilisation of all available resources, inducing the rush of humanitarian partners into the affected area This phenomenon called the proliferation of actors, causes serious problems during the disaster response phase including the oversupply, duplicated efforts, lack of planning In an attempt to reduce the partner proliferation problem a framework called PREDIS (PREdictive model for DISaster response partner selection) is put forward to configure the humanitarian network within early hours after disaster strike when the information is scarce To verify this model a simulation game is designed using two sets of real decision makers (experts and non-experts) in the disaster Haiyan scenario The result shows that using the PREDIS framework 100% of the experts could make the same decisions less than six hours comparing to 72 hours Also between 71% and 86% of the times experts and non-experts decide similarly using the PREDIS framewor

    Seafloor characterization using airborne hyperspectral co-registration procedures independent from attitude and positioning sensors

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    The advance of remote-sensing technology and data-storage capabilities has progressed in the last decade to commercial multi-sensor data collection. There is a constant need to characterize, quantify and monitor the coastal areas for habitat research and coastal management. In this paper, we present work on seafloor characterization that uses hyperspectral imagery (HSI). The HSI data allows the operator to extend seafloor characterization from multibeam backscatter towards land and thus creates a seamless ocean-to-land characterization of the littoral zone

    Games for a new climate: experiencing the complexity of future risks

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    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr
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