Gala Roadmap Contribution Name of lead contributor(s): Prof.A.G.Bruzzone , Dr.A.Tesei, NATO-CMRE SIG: 3.4: Security, Safety and Crisis Management General preamble on SIG 3.4 Within this SIG, stakeholders have to: deal with danger and high risk deal with situations hard to simulate in real life, or scenarios which are too complicated and/or expensive to simulate as hands-on scenarios, train large numbers of people with different roles, competences and tasks, from operational to management/strategic/tactical levels, train often their team leaders and officers to cooperate each others, with other institutions and agencies, sometimes (such as within NATO) in an international, multi-lingual and multi-cultural environment. These general requirements very much affect the selection of upmost topics and there are interesting examples in this sector as proposed in Figure 1. [34] In reference to Crisis Management there are several existing studies, projects, tools and Information Technologies (ITs) in support of Education & Training (E&T) based on SGs such as MACSIM for Crisis Management: a research on the development of a serious game for crisis management composed by different modules [24]; for instance in this case agents are used in order to support the background decision making process. The application of SGs for Training in emergency management is also of interest; this sometime evolves in tactical decision games [25]. Training of the non-technical skills is often crucial to effective management of emergency situations; this issue is currently receiving increasing emphasis in the petrochemical sector. A case study was developed to address the explosion and fires at the Texaco Refinery, Milford Haven, UK, which occurred in July 1994, with particular focus on the human factors aspects of the event [36]. A key issue identified by the official report into this incident was the importance of emergency management training. This research outlines a novel, low-fidelity training intervention, the tactical decision game (TDG), which is designed to enhance the non-technical skills (decision making, situation awareness, communication and co-ordination, teamwork and stress management) required for emergency management. It is proposed that enhanced learning of these non-technical skills, through experience and directed practice following repeated exposure to TDGs, will lead to more efficient emergency management, particularly when dealing with hazardous materials. Another interesting work in crisis management starts from the concept that organizations responsible for crisis management are already using SG technologies [26]; they were involved in constructing crisis management systems (CMSs) to coordinate response to a crisis, provide decision support during a crisis, and support activities prior to the crisis and after the crisis. If designed with gaming in mind, those same CMSs could be easily used in a simulation mode to play a crisis management game. Such a use of the system would also provide personnel with opportunities to rehearse for real crises using the same tools they would have available to them in a real crisis. In this research, authors provide some background for the use of simulation and gaming in crisis management training, describe an architecture for simulation and gaming, and present a case study to illustrate how virtual environments can be used for crisis management training. In this thematic area, as tools and platforms, it is possible to cite the ICONS project, developed by the University of Maryland [37]: it is a training organization that offers skills-based training programs incorporating multi-player, real-time simulation exercises as a way for individuals, teams, and organizations to enhance effectiveness. The training is conducted either face-to-face or through customized web-based communication system, that is ICONSnet which provide a designed online distributed role-play simulations. Another examples is DREAD-Ed: a multiplayer, online serious game that proposes a technologybased teaching methodology to train people on decision making, effective communication, resource and time management [38]. The DRAED-ED serious game provide a training programme to a broad range of different target populations: members of the emergency forces, decision-makers in local and central government and in industry, school teachers, school principals. Within DREAD-ED’s virtual environment, learners from different backgrounds cooperate to simulate group interactions and individual decision-making during an unexpected situation. For Crisis Management a lot of Commercial Games exist as well, such as Darfur is Dying (Internet) An online game by mtvU that simulates life in a Darfur refugee camp (see Error! Reference source not found.) [39]. Another example is FloodSim: a flood prevention simulation/strategy game designed to inform the people of the United Kingdom about the dangers of flooding as well as to help gather public opinion on the problem that flooding presents to the UK [40]. The player takes control of the UK's flood policies for three years and attempts to protect the people and the economy of the United Kingdom from damage due to floods. In addition, Food Force is another SG addressing humanitarian issues [41]. The UN's World Food Programme designed this virtual world of food airdrops over crisis zones and trucks struggling up difficult roads under rebel threat with emergency food supplies. Another interesting game related to a very critical, long lasting, international crisis is Global Conflict: Palestine is a 3D-adventure/rpg-game [26]; in this game you are given the role of a reporter in Jerusalem, and have to write articles for your paper. Among other commercial solutions for crisis management it is possible to mention: Advanced Disaster Management Simulator (ADMS) by ETC. Simulation [42]; this is a virtual reality system used to immerse an incident commander into a simulated crisis management situation. A combination of an immersive 3D environment and CM simulation that places the incident commander (and various role players) within the scene. Incident CommanderTM by Breakaway Ltd: a 2D, map based, top down CM game that puts the player in the role of an incident commander handling a wide variety of CM scenarios. The player has to co-ordinate the numerous agencies to respond to the emerging crisis. Based on this survey and SoA (State of the Art) analysis, it was possible to highlight the upmost characteristics of this SIG: • Wide range / High numbers of stakeholders • SG adoption is generally welcome and already well assessed in many different applications • There are very interested and active users, most related to Defense and Government Forces and Agencies (e.g., MoDs, Police, Fire dept., airports, etc.) In order to make this SoA study more sound, a selected number of significant games have been taken as a reference in the fields of interest ; they are representative examples of the results of the analysis of SoA/SG current status [1]: - Cultural Awareness (Afghanistan Pre-deployment) [2] - Boarders Ahoy! [3] - OpenSea [4] - Siqur [5] - RescueSim [6] - ADMS [7] - Sibilla [21] - Ramses [22] - S4PT [23] Fig.1 - Sample of Games for Decision Making and Crisis Management Topic High realism and high fidelity Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) 4 (high but not top, as if you exaggerate with realism and fidelity you risk to make the game too difficult to play, too expensive, even boring) High realism and high fidelity is a traditional topic in these fields of application [8]. The main reason is the high risk correlated to the applications: non-realistic game scenarios may mean not only uselessness but even dramatic consequences, such as risk for life. However, the need for a balance among reality, meaning and play spheres is recognized [9][10] in order to make the game both useful and meaningful, especially from training point of view. Users in security and crisis management application fields are the most demanding within the SIG on this topic. On security, in particular, SGs are requested to train either staff or troops belonging to Armed Forces at operational level, but also at tactical/strategic, high level [2,3,4]. These SGs must achieve a high degree of realism on points where the training is focused. If these points are uncertain when the architecture of the SG is designed, or if they are subject to change as training is expanded, then it means that a high degree of realism must be achieved more generally throughout many elements of the SG. When carried to cover the widest possible training objectives, this ultimately means very high-fidelity, including detailed physical modeling, scalable multi-player capabilities, and often also refined 3D graphical scene rendering and its specialized hardware striving for the ideal of full immersion. Most of these requirements are shared by users interested in crisis management, most of who, though, are not interested in specialized hardware. At the present, high realism and high fidelity are generally achieved through: sophisticated 3D graphics (such as VBS2-derived games such as Boarders Ahoy!; Ramses; OpenSea Tactical Theatre Simulator; RescueSim, etc.); integration of refined mathematical/ physical models (events, sound, etc.) and use of real data (previously collected) to give realistic inputs to a player (OpenSea and RescueSim); involvement of real experts/actors on the field in the design phase (OpenSea, ADMS, RescueSim); supply of dedicated hardware man-machine interfaces (e.g., ship bridge consoles in OpenSea) Identified user wishes to further increase realism&fidelity are: Better human perception, for example through: Requirements Opportunities SoA Gaps (if any) o Man-machine interfaces equipped with more multi-media tools / hardware and more physical devices/tools, either real or phantoms in order to increase human perception and player’s immersion o More real data from sensors (radar, sonar, cameras, etc.) More extensive use of non linear mechanisms and artificial intelligence More realistic crowded scenarios, in particular, more realistic dynamic modeling of crowds in terms of natural movements of single elements of a crowd (ADMS represents a significant example of attempt to solve the problem, but with not fully satisfactory results) Topic Interoperability and standardization Relevance/priority 4 (on a 1-5 scale) The relevance has been found to be high, but this requirement is not totally general. In some cases mainly in security field, users ask for heavy use of dedicated hardware, which cannot be always combined with interoperability. Hence, in general, different games respond to different requirements (e.g., Afghanistan Pre-deployment course vs. OpenSea). SoA/ SG Current Standardization enables the accomplishment of various goals, such as technical Status description performance, learning effectiveness, better performance in development, (with references) broadness of distribution with on-line/remote access of games, and improved quality in educational environments. Standards and interoperability have become an explicit goal in national and international initiatives of Serious Games (SG) research, industry, and policy [11] because the advantages associated with them are massive: they foster innovation and competition, enhance diversity, give consumers choice, and can lead to unexpected benefits over time [12]. In the technical context of serious games, interoperability concerns the ability to transfer and make useful data and other information across systems, applications, or components [13]. Up to now, there is little research related to the interoperability between SGs and LMS platforms, most of them use the SCORM (Sharable Content Object Reference Model) specification to package and deploy web-based SGs and to send and receive information from the LMS. Up to now, there is no standardized specification or standard to integrate desktop games with an LMS platform [11]; however there is a research trend related to the SCORM High Level Architecture (HLA), which aims at integrating training simulation software with an LMS [14][15]. Requirements Serious Games, unlike entertainment games, necessitates the implementation of specific educational and technical requirements related to pedagogical constructs, learners’ assessment and standardization. For SG users interoperability corresponds to the ability to transfer and make useful data and other information across systems of different nature, applications, or components. The application of standards and interoperability is seen to have the potential to improve ease of development and use, while lowering overall cost. Opportunities Within GALA, MAN has addressed the role of standardization and the interoperability between SG and Learning Management Systems (LMS). A case study on the implementation of the “Cultural Awareness Training Afghanistan” game on the ILIAS platform (Integrated Learning, Information and Work Cooperation System) of the “Carol I” National University of Defence (MAN) in Romania has been carried out. The Cultural Awareness Training is part of the Afghanistan Pre-Deployment Course developed by the Joint Advanced Distributed Learning and Simulation Section, NATO Allied Command Transformation. The ILIAS platform is an open source web-based learning management system (LMS) – compliant with standards such as SCORM 1.2 and 2004, LOM, AICC, QTI, XML - that supports learning content management and tools for collaboration, communication, evaluation and assessment. The main aim of MAN’s work is to highlight the advantages and the restrictions of implementing a SCORM compliant game into an LMS, in order to provide practice-based guidance to game developers. A very interesting example is provided by S4PT example were drones and marine assets are simulated over a distributed real time HLA federation [23] SoA Gaps (if any) Up to now, there is little research related to the interoperability between SGs and LMS platforms. Up to now, there is no standardized specification or standard to integrate desktop games with an LMS platform. Serious Games and LMSs require further attention, in order to explore and employ their full capacity within learning environments. Interoperability initiatives, such as between SCORM compliant games and LMSs, although not universally accepted, can have a significant impact on serious games development. Eventually, this and other interoperability standards should evolve to a level that enables developers to create and integrate serious games more quickly and easily and reduce needless duplication of effort. Topic Multiple player mode Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) 3 Requirements Opportunities SoA Gaps (if any) This topic is particularly highlighted by stakeholders involved in crisis management, and partially in security (mainly at strategic/tactical level [4]), where a lot of actors of different kinds play an important role and must cooperate [6] towards a common goal. Training to cooperation Possibility to have multiple players, possibly with different roles in the game Possibility for the players to cooperate towards a common goal Possibility to have players at different hierarchical levels (e.g., strategic role, resource manager, operational role) Possibility for the players to interact not (or not only) through the computer (or the game platform in general), but directly between humans, for example by talking. Possibility to play through a network (e.g., a LAN, internet, etc.) There are very interesting, refined and advanced games in the field that satisfy most of present requirements. Significant examples are RescueSim and ADMS. The possibility to play in a cooperative way can be provided either in a classroom (RescueSim; Ramses [44]), or remotely (Reckon&Choose! [16]). Multiplayer web game (Sibilla) demonstrated a potential for teaching classes on communication and coordination in different contents such as Intelligence and Homeland Security and Strategic Decision Making obtaining interesting results [30]; the approach allows even to investigate the impact of different cultural and educational background on team-working within cooperative and competitive frameworks One of the most interesting user wishes recorded during our surveys is the possibility of interacting among players not (or not only) through the computer (or the game platform in general), but directly. This is not available in present games at our knowledge. Given the high technological potential (multi-media) available nowadays, this gap might be filled in the future (possible idea, voice recording, interpretation and translation into the game, while two players talk together). Topic Feedback & Performance Assessment Relevance/priority (on a 1-5 scale) SoA/ SG Current Status description (with references) 5 Requirements Opportunities Methodological assessment of performance is not very frequently reported in literature in the case of security applications. It usually comes from general approaches (see for example the Appendix on possible structures for research in debriefing reported in [17]). The most common approach to analyse the effectiveness of SGs in the security, safety and crisis management fields is a simple test after the game session or a debriefing session among stakeholders [18] or between students and tutor. However the number of SGs is increasing, which have got as significant features a direct, simultaneous feedback during the game session and a final assessment of the player’s performances. As abovementioned, interoperability makes assessment easier and remotely available [11] and is highly recommended. An interesting example is the module of Cultural awareness in Afghanistan pre-deployment course [2]: a risk indicator appears every time the player makes a decision which immediately indicates the correctness of that decision. On the other hand, the final assessment is not detailed, just a quick summary of what happened. In other cases [5] feedback and assessment are achieved by measuring during the game several parameters, such as needed time, number of tasks completed, percentage of completeness, etc., and providing the player with a more detailed assessment report at the end of the game. This implies logging at least some of the player’s actions along the game. A complete logging of occurred events is much less frequent (very good examples are the logging capabilities provided by VBS2 platform). Appropriate feedback during the play session (simultaneous feedback). Simultaneous complete logging of player’s actions. Adequate information level (“useful and effective” for most of users means: not verbose, details on demand, simple but focused hints, etc.) Hierarchy of information details: - General: always available - More detailed: available on demand (e.g., through pop-ups) A general feedback and assessment at the end of the game, with percentage of completion, measurement of learning progress with respect to the initial knowledge of the player Interoperability Non-invasive measurement of physiological indicators As an interesting, recent case study, related to capabilities of logging and computerized debriefing is represented by the recent application of a logging tool (NISIDA+) to MSTPA, the MultiStatic Tactical Planning Aid [20] developed at CMRE with a view to providing both scientists and operational personnel a powerful, configurable tool in order to assess the performance of (multistatic) sonar sensor configurations. Through Nisida+ software package, developed at CMRE in late 2012, the players can play back all their actions/decisions with the aid of a specific graphical interface, and, hence, check and discuss their performance with their tutor/trainer. Another interesting opportunity is provided by crowdsourcing over the web as some game potential demonstrate (i.e. Sibilla) [35] SoA Gaps (if any) Possibility to measure learning progress with respect to the initial knowledge of the player Physiological/neurological parameters to measure in a non-invasive way during the game (through the application of specific sensors, dedicated hardware and software systems): measurement of attention, stress, tiredness, brain activity, etc. Equipment and devices exist but are rarely applied to SGs (of course also due to cost issues) 2) Vision and Gap For each identified topic in SIG it is proposed a vision for the year 2020; this supports the identification of the gap between the state of the art and the vision. The analysis allow to highlight research needs and steps (also including tools, methods, etc.) to achieve the vision. Indeed for 2020 the SG technological developments are expected to improve performance, while mobile solution and hardware will become more integrated in working/living process [27]; a major shift will be due to the fact that users will have a much more positive attitude versus SG due to the generation transition to the “Gamers”. [28] Topic Vision 2020 Gap: SoA - Vision Research Steps Need and Possible related topics/trends/enablers (indicate conditions and relationships) High realism and high fidelity SGs realism is not rarely a nightmare, so, while graphic continue to evolve, the SG fidelity is often pretty low; this in Crisis management could lead to negative training and it will require an evolution of serious games from several point of view: in primis by introducing models supporting dynamic interactive simulation instead than basic procedural training. In addition Virtual Engine will improve performance over a wide range of hardware platform improving immersive 3D environment realism Emotional Engagement will become more challenging due to the evolution of SG and the use over new conditions due to the mobile solution Game Generation will emerge to have decision making position; this will introduce people in the process with positive attitude versus SG and experience in this framework; this will provide opportunities as well as more challenging requirements for developers In crisis management realism and fidelity will become more and more demanding for SG respect actual requirements due to the more intense use on training and education; this will require to introduce also in SG as in Simulation effective Verification and Validation (V&V) issues and to improve physical engines and model fidelity. Necessity to move SG from basic procedural training to real dynamic interactive simulation. Necessity to include realistic behavioural models User evolution will increase also the 3d immersive requirement up to performance on light platforms (i.e., mobile) that are over passing actual computational capabilities. New uses modes and general evolution (i.e. users, computer games, device) will require to reinforce emotional engagement Necessity to a stronger cooperation among Simulation and SG Communities on V&V, fidelity and modelling Human Behaviour Models (HBM) New Software Engine and Hardware Transcultural Approach in SG design addressing user engagement and problem framing will be fundamental for future developments [32]. Intelligent Agents will be useful to improve HBM and make more realistic SG representing complex scenarios Topic Vision 2020 Interoperability and standardization Interoperability will become a fundamental requirement to integrate SG with among each other, with other systems and real equipment; High level Architecture is currently the SoA in the area, while SGs have pretty limited capability to interact in this world, the delay on Interoperability Topic is due to immaturity of the developer world and in the weak connection between SG developers and final users. Crisis Management is stressing interoperability issues and it will become very important an evolution in this sector. Existing Standards will be subjected to review and restoring; this already happen in 2010 with evolved HLA and it will happen again; therefore SGs will need to move from standalone games to interoperable tools. Gap: SoA - Vision SGs have traditionally avoided the problem; the result is a balcanization of SG engines with pretty good performance from graphic point of view and very terrible results in term of fidelity. Interoperability was not addressed with few exceptions until few years ago; limited customer solutions were available just among the same games and/or some basic hardware; there is a slight evolution in this area from point of view of hardware integration, while interoperability among different models and SG is still a major gap. Research Steps Need and Interoperability Standards New SG Architecture Possible related topics/trends/enablers (indicate conditions and relationships) SG developers evolution through experience in working on specific project of the applicative domain (i.e. security, crisis Management) A adoption of standards will lead to overpass several of these issues as happen with (i.e. ST_VP, ST_VM and S4PT) [23][33]. The major driver from this point of view will be user requirements for collective training and hardware platform evolution and their interoperability (i.e. mobile technologies). Due to the SG market growth and experience evolution this connection will be drastically reinforced and the interoperability and standardization will be addressed in next years; therefore this topic is still pretty challenging technologically and in term of conceptual modelling [31]; Standardization will help in this direction. Topic Vision 2020 Gap: SoA - Vision Research Steps Need and Possible related topics/trends/enablers (indicate conditions and relationships) Multiple player mode Collective and Cooperative training will evolve even further in new context and it will become common in education and training. In crisis management this is a major requirement due to the cooperative environment of this application area where many different actors interact versus an aggressive agent (i.e. fire, crisis evolution etc) Coordination and Harmony in team building it will become a requirement. Users with attitude to interact in social networks will expect completely new multiplayer approach emphasising mobility. Deployable solution will become more popular and Simulation as a Service (SaaS) will become a popular paradigm. Most of existing SG could be divided between good graphic performance and web games; due to engine evolution this gap will be more a more reduced automatically. Therefore a major challenge is to address Man Machine Interface (MMI) for managing collective training: interaction among people in crisis management are not easy to be covered by SG and even more in future with more mobile solution that will need to use different lean MMI SaaS is currently not really addressed by SG in crisis management and need to be fully developed as is happening with new interesting initiatives (i.e. DVx2) [33]. Collective Training Simulation Standards Intelligent Agents MMI Also in this case Transcultural Approach will be required to overpass these current SG gaps connecting users and subject matter experts with SG community [35] Web Multiplayer Games will evolve to cover these aspects being more interactive and common also in SG [21] SaaS will require strong evolution in term of standards and capabilities in order to address future requirements Intelligent Agents will become sparring partners in future SG interactive in multiplayer games and providing support for reproducing large complex scenario with limited training audience Topic Vision 2020 Gap: SoA - Vision Research Steps Need and Possible related topics/trends/enablers (indicate conditions and relationships) Feedback & Performance Assessment New use paradigm will introduce concepts such as Crowdsourcing and Self-Training in Crisis Management In addition also traditional training sessions will require to evaluate collective training among multiplayers Self Tutoring based on Intelligent Agents and Virtual Humans will become popular Currently SG address to this topic is pretty limited and partial; it will be required to develop a wide spectrum of methodologies and techniques to support development of these capabilities Intelligent Agents Virtual Humans Crowdsourcing Solutions User Capability and Potential Evaluation Team Building Metrics A major requirement will be due to Intelligent Agents able to drive tutor and partner in complex scenarios [24][33] In this case Transcultural Approach will be important connecting SG developers, modelling experts and educational and psychological communities as is happening in developing new performance assessments in crisis management for anti-terrorism with new games [29] References [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] Tesei A., Barbieri A. and Kessel R., (2012)“Survey on Serious Games applied to security, safety and crisis management: User requirements, present solutions and envisaged possible improvements,” in Procs. of VS-Games2012 Int. 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