scholarly journals Subject Matter Expert Workshop for the Use of Municipal and Commercial Equipment for Radiological Response and Recovery: National Urban Security Technology Laboratory Workshop Summary Report

2018 ◽  
Author(s):  
Michael D. Kaminski ◽  
Katrina McConkey ◽  
Matthew Magnuson ◽  
Sang Don Lee ◽  
Benjamin Stevenson ◽  
...  
2007 ◽  
Author(s):  
Shonna D. Waters ◽  
Richard N. Landers ◽  
Nicholas Brenckman

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Geoff A.M. Loveman ◽  
Joel J.E. Edney

Purpose The purpose of the present study was the development of a methodology for translating predicted rates of decompression sickness (DCS), following tower escape from a sunken submarine, into predicted probability of survival, a more useful statistic for making operational decisions. Design/methodology/approach Predictions were made, using existing models, for the probabilities of a range of DCS symptoms following submarine tower escape. Subject matter expert estimates of the effect of these symptoms on a submariner’s ability to survive in benign weather conditions on the sea surface until rescued were combined with the likelihoods of the different symptoms occurring using standard probability theory. Plots were generated showing the dependence of predicted probability of survival following escape on the escape depth and the pressure within the stricken submarine. Findings Current advice on whether to attempt tower escape is based on avoiding rates of DCS above approximately 5%–10%. Consideration of predicted survival rates, based on subject matter expert opinion, suggests that the current advice might be considered as conservative in the distressed submarine scenario, as DCS rates of 10% are not anticipated to markedly affect survival rates. Originality/value According to the authors’ knowledge, this study represents the first attempt to quantify the effect of different DCS symptoms on the probability of survival in submarine tower escape.


Author(s):  
Josh More ◽  
Anthony J. Stieber ◽  
Chris Liu

2011 ◽  
pp. 288-301
Author(s):  
Matt Seeney ◽  
Helen Routledge

One of the most important differentiators between Commercial Games and Serious Games is content; delivered in a way that is successfully integrated with engaging game play and achieves the desired learning outcomes by delivering skills and knowledge effectively to the end-user. This ability to integrate content effectively is the key to producing “killer” Serious Games that deliver demonstrable learning outcomes, business benefits and overall value. However, achieving this nirvana is not a trivial task. Utilising lessons learned and case studies, this chapter provides an overview of why this process can be so challenging, including the differing experiences from the perspective of three stakeholders (game designer, instructional designer/learning psychologist and subject matter expert), how to manage preconceptions and balance their priorities. The case studies will also show how different methodologies, techniques and technology have been applied to help solve this fundamental challenge of delivering a successful serious game. Advice is provided on how to facilitate this process, capture the correct requirements andcreate a design that meets and exceeds the expectations of all the stakeholders involved, including the client/customer and the end user.


Author(s):  
David Paper ◽  
Kenneth B. Tingey

This case is a study of the application of tree-based solutions to Idaho National Engineering and Environmental Laboratory (INEEL) challenges in the development of a computerized system to meet complex, yet exacting compliance requirements extended to thousands of employees in a largescale organization. We rehearse the history of the project and include information on the theoretical structure of the tree-based solution used. Using primary research documentation, we use a constructivist approach to the issue of subject matter expert empowerment, a major theme of the case. Of particular interest is how the engineer in question was able to modify his work paradigm to incorporate a new role as digital content designer and overseer of the project. Additionally, the study concentrates on the overall effects of the project on other INEEL systems and working environments at the INEEL. Implications of management- and subject matter expert-directed system design projects using tree-based tools are considered with respect to all aspects of enterprise systems development.


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