scholarly journals Towards an Indoor Navigation Application for Emergency Evacuations and Persons with Visual Impairments – Experiences from First Responders and End Users

Author(s):  
G. Anthony Giannoumis ◽  
Terje Gjøsæter ◽  
Cristina Paupini
Author(s):  
Dragan Ahmetovic ◽  
Masayuki Murata ◽  
Cole Gleason ◽  
Erin Brady ◽  
Hironobu Takagi ◽  
...  

2021 ◽  
Vol 10 (5) ◽  
pp. 331
Author(s):  
Lei Niu ◽  
Zhiyong Wang ◽  
Yiquan Song ◽  
Yi Li

Indoor evacuation efficiency heavily relies on the connectivity status of navigation networks. During disastrous situations, the spreading of hazards (e.g., fires, plumes) significantly influences indoor navigation networks’ status. Nevertheless, current research concentrates on utilizing classical statistical methods to analyze this status and lacks the flexibility to evaluate the increasingly disastrous scope’s influence. We propose an evaluation method combining 3D spatial geometric distance and topology for emergency evacuations to address this issue. Within this method, we offer a set of indices to describe the nodes’ status and the entire network under emergencies. These indices can help emergency responders quickly identify vulnerable nodes and areas in the network, facilitating the generation of evacuation plans and improving evacuation efficiency. We apply this method to analyze the fire evacuation efficiency and resilience of two experiment buildings’ indoor networks. Experimental results show a strong influence on the network’s spatial connectivity on the evacuation efficiency under disaster situations.


Author(s):  
Moran Bodas ◽  
Yuval Kimhi ◽  
Guy Robin ◽  
Esther Krasner

AbstractThe past decade brought about a dramatic change in the global Chemical, Biological, Radiological and Nuclear (CBRN) risk with a reduction of the threat of war and an increase in risk of terrorism. These changes have a considerable influence on the development of CBRN defense technologies: from highly predictable scenarios with relatively good risk assessment and intelligence capabilities, to a wide variety of scenarios with limited predictive capabilities in the case of terrorism. First responders are challenged to deal with multilateral issues, which are more complex than ever before. As long as the threat was state-posed and in a war context, CBRN technologies were developed in light of defense authorities’ demands. Nowadays, with the diminishing wartime threat, the market is left “unsupervised.” Manufacturers and developers are adopting their technologies with limited to no feedback and support of the end-users. In turn, this leads to suboptimal technological results from the operational point-of-view. This paper calls for a multi-sectorial, joint venture between academia, industry, government and first responders. Such collaboration should seek a non-competitive, financially stable environment to bridge gaps in the development of defense technologies that are adapted to the rapidly changing threats. Examples and discussion will be provided.


Author(s):  
Robert M. Waddington ◽  
Thomas C. Reeves ◽  
Ellen J. Kalin ◽  
William D. Aggen ◽  
Marjorie A. Moreau ◽  
...  

The ludic, or gamelike, potential of simulations used in training is explored in this project, in which a prototype game was developed that had the mandate to train first responders to manage explosive blast incidents using an entertaining and engaging learning experience. One hypothesis and one question were postulated. The hypothesis was that the ludic component would make the game engaging, and therefore enhance learning, and the question was, “how will this type of game work within a curriculum instead of as traditional standalone training?” To test the hypothesis, surrogate end-users (N=42) participated in a formative evaluation study of the prototype, in which their feedback was solicited about all aspects of the game, including ease of use, coverage of subject matter, perceived usefulness, accuracy, realism, and immersion (i.e., extent to which they were engaged). To answer the question, the study team observed the students and instructors during the formative evaluation and collected impressions and feedback about the learning dynamic during testing. Results of the study supported the hypothesis, and led to some important realizations about the educational contexts that may work best for this type of training, i.e., that this type of game works well as a lab component of a course. After the game was modified based on the evaluation results, the game was used in live training, and subsequently reported to meet the needs of end users while achieving an appropriate blend of instructional and game design.


Author(s):  
Jayakanth Kunhoth ◽  
AbdelGhani Karkar ◽  
Somaya Al-Maadeed ◽  
Asma Al-Attiyah

Abstract Background Considerable number of indoor navigation systems has been proposed to augment people with visual impairments (VI) about their surroundings. These systems leverage several technologies, such as computer-vision, Bluetooth low energy (BLE), and other techniques to estimate the position of a user in indoor areas. Computer-vision based systems use several techniques including matching pictures, classifying captured images, recognizing visual objects or visual markers. BLE based system utilizes BLE beacons attached in the indoor areas as the source of the radio frequency signal to localize the position of the user. Methods In this paper, we examine the performance and usability of two computer-vision based systems and BLE-based system. The first system is computer-vision based system, called CamNav that uses a trained deep learning model to recognize locations, and the second system, called QRNav, that utilizes visual markers (QR codes) to determine locations. A field test with 10 blindfolded users has been conducted while using the three navigation systems. Results The obtained results from navigation experiment and feedback from blindfolded users show that QRNav and CamNav system is more efficient than BLE based system in terms of accuracy and usability. The error occurred in BLE based application is more than 30% compared to computer vision based systems including CamNav and QRNav. Conclusions The developed navigation systems are able to provide reliable assistance for the participants during real time experiments. Some of the participants took minimal external assistance while moving through the junctions in the corridor areas. Computer vision technology demonstrated its superiority over BLE technology in assistive systems for people with visual impairments.


PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (39) ◽  
Author(s):  
Carrie H. Kennedy

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