scholarly journals Volcanic Hazard Communication at Pinatubo from 1991 to 2015

Author(s):  
Chris Newhall ◽  
Renato U. Solidum



2007 ◽  
Vol 70 (2) ◽  
pp. 123-138 ◽  
Author(s):  
Katharine Haynes ◽  
Jenni Barclay ◽  
Nick Pidgeon






1999 ◽  
Author(s):  
C. Lu ◽  
L. Sung ◽  
D. Yeh ◽  
J. Yu


2013 ◽  
Vol 12 (1) ◽  
pp. 125-135 ◽  
Author(s):  
Alexandru Szakacs ◽  
Ioan Seghedi
Keyword(s):  


Impact ◽  
2020 ◽  
Vol 2020 (3) ◽  
pp. 26-28
Author(s):  
Tsukasa Ohba

Volcanology is an extremely important scientific discipline. Shedding light on how and why volcanoes erupt, how eruptions can be predicted and their impact on humans and the environment is crucial to public safety, economies and businesses. Understanding volcanoes means eruptions can be anticipated and at-risk communities can be forewarned, enabling them to implement mitigation measures. Professor Tsukasa Ohba is a scientist based at the Graduate School of International Resource Studies, Akita University, Japan, and specialises in volcanology and petrology. Ohba and his team are focusing on volcanic phenomena including: phreatic eruptions (a steam-driven eruption driven by the heat from magma interacting with water); lahar (volcanic mudflow); and monogenetic basalt eruptions (which consist of a group of small monogenetic volcanoes, each of which erupts only once). The researchers are working to understand the mechanisms of these phenomena using Petrology. Petrology is one of the traditional methods in volcanology but has not been applied to disastrous eruptions before. The teams research will contribute to volcanic hazard mitigation.



Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.



2021 ◽  
Author(s):  
A. Rodriguez-Gonzalez ◽  
M. Aulinas ◽  
S. Mossoux ◽  
F. J. Perez-Torrado ◽  
J. L. Fernandez-Turiel ◽  
...  


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