MANAGING HUMANITARIAN EMERGENCIES
Teaching and Learning with a Virtual Humanitarian Disaster Tool
Olatokunbo Ajinomoh, Lisa Dow, Alan Miller, Alasdair Gordon-Gibson and Eleanor Burt
School of Computer Science, School of Management, University of St Andrews, St Andrews, U.K.
Keywords: Virtual Worlds, Humanitarian Emergencies, Collaborative Learning, Scenario-based Training.
Abstract: The importance of specialist intervention in the form of humanitarian aid from governments, NGOs and
other aid agencies during a humanitarian emergency cannot be over-emphasised. Humanitarian aid is the
assistance provided in response to a humanitarian crisis. Humanitarian aid may be logistical, financial or
material and its central aim is to alleviate human suffering and save lives. This paper describes an inter-
disciplinary project that created the Virtual Humanitarian Disaster learning and teaching resource (VHD)
that is centred on the events occurring in the aftermath of an earthquake. To facilitate learning, scenarios
with integrated task dilemmas have been modelled which will provide the opportunity for users of the
resource to explore the inter-relationships between the key areas of activities which are important to the
NGOs and other bodies which deliver humanitarian aid. Such areas include geo-political relationships, legal
and regulatory requirements, information management, logistic, financial and human resource management
imperatives. The VHD is primarily aimed at students. It creates a more flexible learning and teaching
environment when compared with traditional classroom methods. The resource enables students to make
decisions concerning critical situations within the controlled environment of a virtual world, where the
consequences of any wrong decisions, will not directly impact on lives and property. The VHD has been
embedded within an undergraduate module of the School of Management as it specifically relates to the
final thematic area within which the module engages, namely the strategic and operational challenges faced
by NGOs operating in the “humanitarian relief industry”. We demonstrate that virtual worlds can be used to
enhance learning and make it more engaging. The VHD affords students the opportunity to explore given
scenarios in accordance with a specified budget and in so doing, they realise module outcomes in a more
active and authentic learning environment.
1 INTRODUCTION
In the event of a humanitarian disaster or
emergency, there are several groups of people
responsible for managing the sudden influx of
displaced populations and providing immediate aid.
One such group is humanitarian aid agencies.
As a result of new and evolving standards and
guidelines, changing donor roles, challenges in
accessing populations in need, chronic conflicts and
irregular climate patterns which have left
communities more vulnerable than ever.
Humanitarian aid operations have become
increasingly complex and exposed the need to grow
a pool of well-trained humanitarian professionals.
This paper discusses the rationale for, and
describes the process involved in, the creation of the
Virtual Humanitarian Disaster (VHD) resource and
how it is relates to the subject of humanitarian
assistance. Both areas are examined further in the
following sections. The technical and educational
platforms that support the VHD are detailed in
Section two. Section three describes the VHD design
and specific features, while section four documents
the evaluation process.
1.1 Refugees and Humanitarian Aid
The 1951 UN Convention’s defines a refugee as:
“Any person who owing to well-founded fear
of being persecuted for reasons of race,
religion, nationality, membership of a
particular social group or political opinion,
is outside the country of his nationality and is
unable, or owing to fear is unwilling to avail
himself of the protection of that country; or
who, not having a nationality and being
outside the country of his former habitual
55
Ajinomoh O., Miller A., Dow L., Gordon-Gibson A. and Burt E..
MANAGING HUMANITARIAN EMERGENCIES - Teaching and Learning with a Virtual Humanitarian Disaster Tool.
DOI: 10.5220/0003923400550064
In Proceedings of the 4th International Conference on Computer Supported Education (CSEDU-2012), pages 55-64
ISBN: 978-989-8565-06-8
Copyright
c
2012 SCITEPRESS (Science and Technology Publications, Lda.)
residence, is unable, or having such fear is
unwilling to return to it” (UNHCR, 2011).
This definition has been revised since 1951 with
many amendments and recommendations on the
status of refugees (D’Souza, 2007).The term refugee
is sometimes used to describe internally displaced
populations who fall outside of the legal definition
of the convention. In a number of cases, people
affected by disasters do not become refugees but are
internally displaced. Displaced populations leave
their homes in groups, usually due to a sudden
impact, such as an earthquake or a flood, threat or
conflict and there is usually an intention to return
home (IFRC, 2011).
Humanitarian aid has been described as
consisting of a series of tasks such as improving
living conditions, providing basic care and support
to affected populations in humanitarian emergency
areas (Beristain, 2006). It has also been described as
a professional discipline with the noble goals of
helping fellow human beings to alleviate hunger and
pain, giving succour to starving and homeless
people, re-uniting ruptured families and rebuilding
destroyed societies (Cahill, 2003).
1.2 Learning in Virtual Worlds
The humanitarian emergency report (DFID, 2011)
highlighted the fact that well trained and
experienced personnel are a major factor in
successful humanitarian disaster response. The VHD
enables simulation based training to inform students
about the dilemmas aid workers encounter on the
job.
The term simulation-based training refers to a
collection of training methods, which are aimed at
bridging the gap between classroom knowledge and
actual practice, by placing the learner in a realistic
situation within a context in which the individual is
forced to bring to bear prior knowledge and make
decisions to solve the problem. This method of
training offers an immersive experience for the
learner and provides an opportunity to evaluate and
reflect upon their decisions. The advantage here
when compared with on the job training lies in the
fact that any decisions made in the course of the
simulation would not have any effects beyond the
simulation, as opposed to a real world situation
where such decisions may have far reaching
consequences which impact on human lives.
Humanitarian aid training is predominantly
classroom-based, and the completion of a classroom-
based course alone, does not necessarily equip
personnel for complex humanitarian operations
where they may be left overwhelmed and barely able
to cope in real deployments.
Humanitarian aid teams deployed in emergencies
are often required to initiate rapid assessments and
implement appropriate interventions within days of a
humanitarian emergency. Coupled with a need for a
rapid response in conditions of extreme physical and
mental stress, the aid workers must adapt to and deal
with unfamiliar demographics, cultures, political
environments and climates. This further complicates
the task of implementing relief activities that are
timely and well organised.
Teaching within virtual worlds using the VHD
provides a new approach for learning where
conventional e-learning and blended learning cannot
easily reach. There are benefits when using virtual
worlds in education, either as a supplementary
resource or as the main platform for teaching. The
main benefits are; enriched interaction whereby face
to face communication is replicated more closely
than in other mediums and users are allowed to
replicate body language and gestures (Grondstedt,
2008), increased speed of decision making when
users work together on a challenge in groups
(Heiphetz, 2010). Other benefits include; better
conceptual demonstrations on complex scientific
concepts, rich content engagement for learning,
higher learning autonomy for students and
facilitating collaborations between physically remote
students. (Perera et al, 2009).
In summary, skills that were relevant a decade
ago are insufficient to ensure success in today’s
complex humanitarian relief environment. For this
reason, there is need for a new approach to training
and skills development in the humanitarian aid
industry.
2 THE TECHNOLOGY
There are several 3D environments available such as
World of Warcraft, Blue Mars, IMVU, MOOVE,
Active Worlds and Second Life. These 3D
environments can be categorised as either Massive
Multiplayer Online Role Playing Games
(MMORPG) or Multi User Virtual Environment
(MUVE). A MUVE provides an intuitive 3D
environment where users are represented by avatars.
This presence is engaging users are able to, and like
interacting with each other. This in turn provides
natural support for group work and collaboration.
MUVEs contain tools that allow users to alter the
terrain and to create 3D models. The environment is
programmable. MUVEs are multimedia platform;
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video, sound, pictures animations can all be
supported. Thus a rich set of educational resources
can be brought together and accessed through a 3D
virtual world client.
The participants of a MUVE are free to create
new artefacts and engage in any form of social
interaction. It is this freedom that makes MUVEs
attractive when creating exploratory learning
environments (Sturgeon et al, 2006).
Of the available virtual world environments
Second Life has been the most widely used. It offers
a good approximation to the real world and also
offers flexibility to its users. (Loueiro, 2011).
Figure 1: Sloodle quiz chair.
Second Life is currently used within educational
institutions as a platform for learning (Kemp, 2006)
and prior to this time; it has been the most common
virtual world technology in use in education. It was
not originally designed for open educational use and
as a result has significant social, economic and
technical drawbacks when used for that purpose.
These drawbacks include the commercial cost,
limited programmability, restricted program
resource usage, severely restricted backup, copy and
sharing of content (including one’s own), limited
communication with facilities outside of the virtual
world, the inappropriate presence of “adult content”,
age restrictions that can cut across higher education
classes, and the difficulty of management of user ids
and credit-bearing coursework (Allison et al., 2011).
OpenSim shares the same user interface as SL
and clients are typically interoperable. However,
OpenSim is open source simulator and can be used
to support self-hosted virtual worlds with local
administration and maintenance (Sturgeon et al,
2009). If an institution wants to run its own Virtual
World service OpenSim offers an attractive option.
Developing, deploying and running a local
virtual world service allows opportunities to
improve support for content creation, application
development, service provision and system
development. These in turn allows the range of in
world activities that are supported by the virtual
world to be enriched.
OpenSim facilitates the sharing of resources
through OpenSim archive (OAR) files. Through
running a local virtual world service the full power
of virtual worlds can be utilised. Administrative
control opens the opportunity to enable powerful
programming paradigms and enables more complex
and powerful applications to be built.
Running a local service, offers the possibility of
significantly reducing the marginal costs associated
with the service. This in turn means that there is
sufficient in world space to enable students to
construct realistic virtual refugee camps. .
2.1 Moodle and Sloodle
Moodle is a Course Management System (CMS)
with a set of tools built into an interface, which
make the task of learning central. Using these tools,
courses can be arranged by week, topic or social
arrangement (Cole, 2007). Moodle offers three
advantages amongst all CMS namely; it is open
sourced, community based and its unique
educational philosophy.
Sloodle is a plug-in for Moodle which came
about as a result of a need to provide an additional
set of tools to support learning and teaching in a
virtual world. It aims to provide a means for
effective learning, support and management within a
3D multi-user virtual environment (Livingstone,
2007).
The Sloodle application is integrated into
Moodle so that a participant can be in-world and
receive material directly from Moodle (Hodge,
2011). This helps avoid dependence on an ad hoc
collection of third-party add-ons. It also enables
educators to focus on teaching and the content of
lessons rather that the process of content creation
and having to learn the underlying language for
content creation (Livingstone, 2007).
Some studies have suggested that the way in
which learning objects are designed and the contexts
in which they are situated are important in
determining their educational value (Getchell et al.,
2005). Sloodle has several in-built functionalities
such as the administration of quizzes in virtual
worlds, the submission of assignments by students,
as well as a blogging and chat feature (Cohen,
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2008). It combines with the Moodle CMS to create a
new dimension in learning. This occurs through the
configuration of a number of integration points
which offer two way interactions between Moodle
and Sloodle (Marmaridis, 2009). This integration is
made possible by various Sloodle objects such as
quiz chairs (Figure 1) linked to quizzes set up on
Moodle, presenter objects for multimedia
presentations (Figure 2) and polling tools which
facilitate in-world voting (Figure 3).
Figure 2: Sloodle presenter.
Figure 3: Sloodle choice tool.
In other to achieve the desired level of
integration, the Sloodle system not only provides a
mechanism for authenticating users between both
systems, but it also maintains details of user
identities as the users move from one system to
another in the course of their normal learning
interactions (Marmaridis, 2009). This process is
known as registration or linking and it involves the
linking of the OpenSim Avatar to the Moodle
account through the Sloodle registration booth
located in the VHD. In order to accomplish this, the
Moodle site stores a list of Avatars it has interacted
with and then associates each Avatar with a
particular Moodle account.
3 THE VHD
The motivation for creating the VHD in a virtual
world was based on recognition of the fact that
virtual worlds provide an immersive and
collaborative environment which could be used to
realistically and safely simulate operational, moral
and ethical dilemmas that humanitarian aid workers
encounter in the field. These simulations allow users
to develop key decision-making skills as they
explore and encounter dilemmas. They can also
reflect on the possible consequences of their choices,
without the associated endangerment of human lives
that would occur in a real world situation.
The key aim of developing the VHD was to
create a virtual humanitarian disaster teaching and
learning resource that would present students with
some of the dilemmas faced by humanitarian aid
workers responding to humanitarian emergencies. It
also aims to use the power of virtual simulations to
impart knowledge and learning in a way, which
enhances classroom based teaching methods. Figure
4 depicts the structural layout of the VHD
illustrating the relationship between its educational
and technological components.
Figure 4: VHD structural layout.
3.1 Functionality
The operational dilemmas embedded within the
VHD have been drawn from critical areas of activity
for humanitarian aid agencies that include for
example; geo-political relationships, legal/regulatory
requirements, information management, logistical,
human resource management and financial
imperatives as well as the broader considerations
related to the humanitarian imperative.
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The tool provides the flexibility to drill down and
explore an issue arising in any of these areas of
activity in depth or to examine interconnections
across all of these areas and the challenges and
implications arising therefrom. It also allows a 3D
reconstruction of relevant scenarios to be designed
and built and enables participants to role-play in
realistic scenarios in-world. Students will be briefed
about their roles prior to the role-playing exercise
and when in the environment of the VHD, they will
be represented by avatars. Figure 5 shows a use case
of the key actors of the VHD and the functional
benefits derived by each actor. A user can be a
student or an educator, with each role having its own
specific benefits or sharing benefits with the other
role.
Figure 5: VHD use case.
The use of the VHD will be preceded by a
briefing session with students in which the aims and
nature of the exercise will be explained. Students
will be invited to reflect upon and discuss the
operational dilemmas and appropriate responses to
the dilemmas. They will also be required to evaluate
and discuss the implications arising from their
decisions. Relevant academic literature will be
drawn on at the de-briefing stage, to ground the
discussion and to assist critical reflection on the part
of the students.
3.2 The Learning Scenarios
There are two main generic scenarios depicted in the
VHD based on dilemmas that a humanitarian aid
worker would be most likely to encounter in the
course of carrying out his or her duties.
Scenario 1: Disaster Support Headquarters
Scenario 2: Consideration of the internally
displaced population affected by the disaster, the
building of a refugee camp to accommodate the
displaced population.
On the basis of these scenarios, the students are
expected to undertake two main tasks:
Walk through a total of 13 task dilemmas which
have been built into the disaster support
headquarters and refugee camp scenarios. The
facilitators may add new dynamics or considerations
based on the developing scenarios;
Build an ideal refugee camp on the training
island using objects in the inventory toolkit.
3.2.1 Disaster Support Headquarters
Figure 6: Organisation structure.
Disaster Support Headquarters is the starting point
of the VHD. The learning objective is to set the
scene for the disaster by briefing students about their
various roles. To achieve this, an organisational
chart has been created. Job descriptions and roles of
each key executive have been placed in a notecard
and offer students the opportunity to understand the
perspectives of the executives who are at the helm of
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affairs in a humanitarian aid agency. It is based on
the premise that there are sometimes differing
opinions between the frontline operational staff and
headquarters staff whose interpretations may be
more strategic. Each of these groups may often be
unmindful of the conflicting priorities being
confronted by the other.
In order to accomplish the learning objective, the
adopted strategy is to have students walk through
some of the dilemmas they might encounter while in
the field. These dilemmas have been chosen to
examine key issues such as;
The implications of a reduction in donated
income over a period of time
The legal and contractual agreements in place
with suppliers and the sufficiency of such contracts
Political concerns involving donor governments
The hostilities and strained relationships which
can arise between neighbouring communities in the
aftermath of a humanitarian emergency, as well as
the responsibility for management of refugee camps
and competition for funding amongst the various
agencies
The security procedures within a humanitarian
aid agency to protect its personnel
The principle of ‘do no harm’ and the various
ways in which it is manifested.
This strategy teaches students through an interactive
process using notecards, which have been placed in
objects in-world (Figure 7). When a student interacts
with specific objects, a notecard appears which they
can choose to either discard immediately after use or
save for future reference. Each notecard contains
details of a specific task dilemma designed to serve
as a topic of discussion for students to resolve in
groups at the briefing office (Figure 8). One such
task dilemma, the personnel safety task dilemma,
concerns the security procedures in place within an
NGO operation and is intended to encourage
discussion on how operations management can
ensure that their personnel are protected as best
possible, without compromising on their ability to
perform their humanitarian work.
The supplier task dilemma examines a scenario
occurring one week after the humanitarian
emergency when it has become clear that the scale
of the humanitarian emergency is such that will
completely deplete existing stockpiles of blankets
and a crucial protein-rich bar in the midst of the
crisis. During this scenario, the suppliers have
announced that they want to re-negotiate the price of
further consignments. This is intended to prompt a
discussion relating to the legal and contractual
agreements in place with suppliers and the
sufficiency of such contracts. Another medium used
is in- world browsers, which have been configured
to access specific websites relevant to the module.
These sites include amongst others the International
Federation of Red Cross and Red Crescent Societies
(IFRC) website which provides an emergency items
catalogue for disaster response teams and the World
Food Programme Logistics Cluster site which
provides logistics planning information for
humanitarian aid agencies. The video of a
humanitarian emergency news broadcast is also
available in world to set the tone for the
humanitarian emergency.
Figure 7: Task dilemmas.
Figure 8: Disaster support briefing office.
By adopting the foregoing strategy, we hope to
achieve the following objectives:
Developing the students’ appreciation of how
NGOs respond to disaster situations with regards to
the relatively standard arrangements that will be in
place in a particular NGO.
Creating an appreciation of the issues that will
emerge unexpectedly in the course of a disaster
response exercise.
Raising an awareness of key features in the
humanitarian aid landscape of which they need to
take account as they consider their responses to
situations that arise in the course of a humanitarian
aid mission.
Allowing students to realise that choices that are
made about how to deal with a particular situation
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will have implications and to try to follow through
on this by anticipating what these may involve.
Trying to achieve as much authenticity as
possible within the limits of the VHD design.
3.2.2 Building a Refugee Camp
An island has been created to allow students to build
their own refugee camp. Prior to attempting this
task, students are given a briefing sheet containing a
prepared budget of the required human and material
resources needed for the refugee camp. The aim here
is to offer students the freedom and flexibility to
work together in teams to build a refugee camp
using the objects contained in the inventory toolkit
while using the supplied budget as guidance.
The resources contained in the list have been
placed inside a VHD inventory toolkit. In addition to
these objects, other items have been included to test
the student’s discretionary abilities to differentiate
between the useful and unnecessary items.
The human and material resources contained in
the toolkit can be grouped into the following
categories:
Table 1: Inventory toolkit items.
Category Item
Shelter
Family and personnel tents, blankets,
mattresses, etc.
Security
Perimeter fence, security gate, flood
lights, aerial guard tower, etc.
Food
Bottled water, bags of rice, wheat
flour, etc.
Medical
Ambulances, medical tents, medical
supplies, etc.
Sanitation Latrines and bathrooms
Miscellaneous items
Furniture, laptop computers, satellite
phone equipment, etc.
These objects are ready to be positioned in the
refugee camp. Throughout this process students are
confronted with a range of issues such as the correct
camp layout; specifically the proximity of the tents
to one another, sanitation issues such as the number
of families required to share latrines and bathrooms,
security details related to the level of illumination
through floodlights required within the camp at
night. Other issues include the medical needs of the
camp residents particularly the number of
ambulances and medical tents required (Sphere
Project, 2011).
After completion of the task, the students will
visit the reference refugee camp to compare their
work against it.
3.2.3 Reference Refugee Camp
The refugee camp (Figure 9) is a scaled down model
of a real camp set up in the aftermath of a disaster.
Efforts were made to be as realistic as possible in the
representation, to this end; careful research was
conducted into the specific standards, which are to
be adhered to and the required human and material
resources needed to maintain it.
Figure 9: Aerial view of completed refugee camp.
Prior to setting up the refugee camp, its layout
was pre-established (Figure 10) based on the
recommendations from the Office of the United
Nations High Commissioner for Refugees (UNHCR)
which provides specific guidelines and standards
that refugee camps must conform with. These
guidelines specify the minimum size of land on
which a refugee camp should be built. For instance a
camp of 20,000 people should be at least 900,000
square metres in size. It also stipulates the distance
between living quarters, the number of individuals
who may share a tent and the distance of latrines,
water sources and showers from the living quarters.
Figure 10: Refugee camp layout.
Following the research, a detailed budget was
also prepared containing the requirements for a
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refugee camp that would accommodate 15,000
individuals. The budget contained details of costs
and quantities of required human and material
resources to meet security, health and other needs.
In accordance with the specifications of the
budget, replicas of real world objects were created
they include: food items (Figure 11), medical
supplies (Figure 12) and basic items such as latrines.
The refugee camp also serves the purpose of
providing a setting for walking through some of the
task dilemmas. Some of these task dilemmas include
the following:
Deciding on the best way to handle unsolicited
donations
Identifying and selecting recipients of aid as well
as deciding on distribution methods.
The various moral and ethical issues the field
workers sometimes encounter based on the principle
of ‘do no harm’.
To sum it up, the learning process of the VHD
begins when students arrive at the disaster support
headquarters briefing room where the scene is set for
the disaster, students are then briefed about their
roles, after the briefing, the various groups are
assigned to different tasks involving the walk
through of the task dilemmas and the creation of the
refugee camp. After the creation of the camp, there
is a review where students compare the newly built
camp with the reference.
4 EVALUATION
At the time of writing evaluation work on the VHD
is ongoing. So far the VHD has been evaluated by
small groups of students for educational value and
the educational benefits. Domain experts have
evaluated the ability of the VHD to address real
world issues. Systems aspects, such as number of
concurrent users supported have also been tested. A
brief explanation of each feature evaluated follows:
Figure 11: Food supplies.
Figure 12: Medical tent in the refugee camp.
The scenarios were evaluated to ensure that the
end to end functioning of the elements of the VHD
was in order. The users were required to put
themselves in the shoes of the stakeholders, such as
donors, local authorities, DS central HQ and think
through the real world dilemmas which are
presented in the VHD. It was also aimed at helping
users to explore how the VHD resource will function
in the hands of a student user with the purpose of
finding any existing short comings.
A usability evaluation was performed to establish
the user’s ability to learn to use the resource and
how convenient it was to use and understand it as
well as its level of attractiveness.
Performance evaluations were carried out to
determine the effectiveness of the resource with
regards to response times involved while interacting
with objects. The purpose of the particular
evaluation was to ensure that the VHD met with
minimum performance criteria, and to identify
which parts caused overall negative performance.
Interoperability evaluations were aimed at
determining the capability of the OpenSim software
to interact with the Moodle and Sloodle software
components with minimal difficulty.
On the basis of the above evaluation focus, the
following specific features of the VHD were
evaluated and formed the basis of the questionnaire
administered:
Ease of rezzing the VHD inventory toolkit
objects in-world;
Ability of the user’s Avatar to register on the
Moodle site from the in-world registration booth;
Ease of use of the Second Life viewer versus
other viewers such as Hippo, Imprudence and
Meerkat;
Functionality of audio and video media in world;
Ability to browse the internet in-world;
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Ease of retrieving Moodle quizzes via the
Sloodle quiz chairs;
Accessibility of multimedia presentations via the
Sloodle presenter object;
The ease of walking through the various
dilemmas.
The following evaluation comments were received
from domain experts:
I was absolutely overwhelmed by what you
had created, its very impressive.
I think it would add a great deal of value to
have someone as the dungeon master.
Students are going to have questions, some
may be pertinent others may not. For
example, knowing the ratio of men to women
will influence the number of latrines. Other
questions may crop up and having someone
with a bit of experience providing answers
would help fill in the gaps.
As far as the actual camp site. I think, if
possible, a river should be added. This would
add a great deal of technical complexity that
would engage students more. For example,
where do you place the latrines, upstream or
downstream? What about wash points? How
close should the tents go to the river taking
into consideration potential flooding?
These comments will be taken onboard and
incorporated in the next phase of development.
On the basis of the evaluation carried out, the
following feedback was received from test users
who were required to walk through the questionnaire
evaluating each of the VHD features in turn and
provide feedback. The results of the evaluation are
summarised in the table below:
Table 2: VHD evaluation.
Feature Result
Viewer
Compatibility
The Second Life viewer 2, Imprudence and
Hippo viewers were evaluated. The Second
Life viewer 2 was found to be the most
compatible and technologically advanced of
the viewers tested as it utilizes the ‘media on
prim’ technology, which makes it possible
to place videos in prims.
Usability
Users required some time and guidance
become familiar with how to navigate the
resource.
Scenarios
Users considered the dilemmas as explicit
enough and adequately representative of the
scenarios.
Functionality
Users also regarded the resource as
successful in simulating the real world.
5 CONCLUSIONS
We have been able to ascertain the success of virtual
worlds in humanitarian aid training and from
evaluation of the resource, we can see that virtual
worlds have the potential to change the way in
which training programmes are delivered.
The VHD could be further enhanced to
incorporate a wider range of scenarios and by
integrating some automation in its environment.
Both enhancements are discussed in more detail
below.
The VHD has incorporated scenarios and
dilemmas related to activities critical to NGOS
ranging from logistics, geo-political relationships,
legal and regulatory requirements, information
management imperatives, logistical imperatives,
human resource management imperatives, and
financial imperatives. The areas covered here are by
no means exhaustive and there are opportunities for
further work based on trends and evolving issues in
the humanitarian aid scene. As new developments
occur, they can be incorporated into the resource
ensuring the continued relevance of the VHD
resource.
The VHD is currently limited in its automation,
but has the potential to enhance the user experience
further, as well as the sense of realism derived from
it by integrating specific automated features. This
could be achieved by; specialised animations to
automate the actions of avatars, the use of particles
to simulate effects like changes in weather and
scripting of objects such as helicopters and motor
vehicles. Automated Heads up Displays (HUDs)
could be used to provide direction within the virtual
world. The process of disbursing budget items could
also be automated in order to help monitor on-going
costs.
Largely, it is anticipated that the VHD has the
potential for wider applications in the ‘real world.
Not only for the use of humanitarian aid workers,
but also in further undergraduate, postgraduate, and
executive level courses that explore complex and
challenging operational dilemmas and decision
making. The VHD creation process and evaluation
results can be drawn upon and applied by academics
and professionals across a range of disciplines.
ACKNOWLEDGEMENTS
The project received start-up funding in the form of
a University of St Andrews FILTA award.
MANAGINGHUMANITARIANEMERGENCIES-TeachingandLearningwithaVirtualHumanitarianDisasterTool
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