|
PRODUCT INFORMATION
Incident Commander 2.0 is powered by the mōsbē simulation development platform, providing a flexible training solution that meets the needs of first responders and other end users, training developers and curriculum designers, and service providers who implement training and technology solutions for local and state governments and agencies.
First-responders, end-users, and trainees will benefit from having a realistic, immersive, and engaging training environment that hones their critical decision-making skills and runs on a PC desktop or laptop, allowing them access to training anytime, anywhere - in groups or individually.
Developers and designers will benefit from mōsbē's powerful customization tools, which give them the ability to manipulate and customize the end-user training environment to suit their specific training objectives and needs.
- The mōsbē World Builder allows you to import satellite data of any real world location and generate an interactive 3D world for hosting scenarios and exercises, including buildings, road networks, bodies of water, and natural boundaries.
- The mōsbē Scenario Editor gives you an intuitive drag-and-drop interface for scripting complex training scenarios and experimentation exercises.
Scenarios Supported
World Generation Capabilities
Groups Represented
Actions Supported
Player Roles and Options
View screenshots
SCENARIOS SUPPORTED
Design capabilities in the World Builder and Scenario Editor allow for the simulation of a wide variety of events with multiple resulting hazards to manage:
- Aftermath of Severe Storms and Natural Disasters - Hurricane, Tornado, Tsunami, Earthquake
- Chemical, Biological, Radiological, or Nuclear Events - Accidental or Act of Terrorism
- Terrorist Bombings and Insurgencies
- Explosions and Fires (not including Wildfires/Forest Fires)
- Floods
In addition to simulating the resulting effects and environmental conditions created by these events, scenarios will also support:
- Traffic flow and traffic loads, as designated by the scenario designer based on real world data or hypothetical models. This data will affect specific vehicles using the roads in a scenario, and information on road type, traffic direction, overall capacity, and locations of incidents will also be viewable.
- Utilities, Public Works, Communications. A public infrastructure system organized in nodal networks can play a dynamic role in the scenario, and be damaged or disabled by the simulated event. Damage will hamper response, create obstacles, reduce effectiveness, and present complexities for the incident commander to manage.
- Evacuation. Evacuation occurs in buildings based on information regarding use, fire-code, number of floors, and time-of-day available through the scenario designer and the data. Civilians will also respond to events by evacuating areas and/or fleeing to evacuation shelters set up by players; and evacuation on road networks can be simulated through establishing traffic loads.
WORLD GENERATION CAPABILITIES
Generating 3D worlds from GIS data in the World Builder will also support:
- Road Networks - including usage, lanes, surface material, and direction of traffic
- Tunnels and Bridges - Tunnels can be represented against the terrain of the world, and bridges will be represented through bringing in height data
- Flood Stages
- Additional Building Data - existing data on building type, construction, and use.
GROUPS REPRESENTED
Incident Commander 2.0 supports participation and/or representation of the following roles, along with accompanying 3D art models for the assets and units available to them, created to simulate their actual capacities, capabilities, and functionality:
- Firefighters and support equipment -Including individual firefighters, fire engines, pumper trucks, ladder trucks, HazMat response vehicles and supervisory vehicles.
- Police - Including patrol officers, squad cars, prisoner transport vehicles, traffic officers and SWAT teams.
- Emergency Medical Technicians - Individual paramedics, ambulances and air ambulances for transporting wounded and mobile ICUs to support on-site triage and treatment.
- Public Works - Units to repair utility systems and structurally unsound buildings
- Media and Media Relations - Reporters and media relations units to work with them.
- Civilians - People will populate the environment and play a role in the scenario as friendly, neutral, or hostile populations, and can also serve as bystanders, evacuees, injured, or casualties.
- Criminals - Model insurgents, terrorists, criminals and rioters. Criminals and terrorists can be scripted to blend in with neutral/friendly civilian populations when not performing hostile or criminal activities. Neutral civilians can be scripted to become hostile rioters. People on either friendly or hostile sides can recruit opposing or neutral people to their side.
- Arrested/Surrendered Units - All units can be subject to arrest, capture, hostage taking, or restraint, changing their represented state in the simulation.
ACTIONS SUPPORTED
Actions of any particular unit are not modeled to an individual level of movement. For instance, a pumper truck can be called to the scene, but there is no visual representation of firefighters operating the truck and using the hoses to spray water.
Players can see that a unit is occupied (someone is en route or has arrived on scene), see what it is doing (pumper truck is putting out fire), and see an end result (fire contained), but the player does not see the unit actively "performing" the action.
- Fire Fighting - Units can suppress fires in buildings and on objects; this prevents fire from spreading to nearby buildings and objects.
- Urban Search and Rescue/Extraction - Units can search collapsed or damaged buildings and crash sites for wounded survivors and the dead.
- Debris and Hazardous Materials Clearance - Units can clear dangerous material to prevent civilian injuries, and stop or slow the release and spread of hazardous materials.
- Triage of Casualties - Units can (and are required to) identify the degree to which an injured unit is hurt allowing further treatment and transport.
- Provide First Aid - Units are able to provide First Aid to the wounded to stabilize them, thus preventing further harm or death, and make them safer to transport.
- Transportation of Wounded -Wounded units require transport, specialized transport vastly increases their chance of survival.
- Evacuation of Buildings - Buildings evacuate on their own. A Unit with the evacuation ability vastly increases the speed a building will empty.
- Public Announcement Patrol - Units can travel a route and give civilians specific instructions to shelter in place, or to evacuate from an area.
- Escort Other Units - Units with this ability can increase the travel speed of escorted units above the speed limit imposed on normal traffic by the rules of the road and congestion in the traffic simulation.
- Direct Traffic - Units can artificially increase the capacity of roads by directing traffic. This decreases the impact of the road being near or at capacity and allows traffic and individual vehicles able to move faster.
- Arrest - Units can arrest criminals, and then arrange their transport.
- Crowd Control - Units can disperse crowds.
- Perimeter Control - Units can set up areas of control that prevent neutral and civilian units from crossing a perimeter.
- Negotiate - Units from a distance can attempt to force criminal units to surrender and be arrested.
- Clear Debris and Road Blocking Obstacles - Units can clear blockages (such as disabled cars) from roads.
- Support of Other Tasks - Units are able to perform support and supervisory tasks that improve the effectiveness of units performing other tasks. This can range from public support units bringing barricades that assist police in controlling a perimeter to a fire brigade commander increasing the efficiency of fire fighting efforts when he sets up a command post.
- Repair Damage/Restore Utility Systems - Units can repair buildings and other objects (i.e. pumping stations and electric transformers) that support utility systems in order to restore service that was interrupted by the buildings damage.
- Stabilize Damaged Buildings - Units can perform emergency repairs to buildings damaged by earthquakes, flooding or explosions in order to prevent collapse and further casualties.
- Blend In - Criminals, terrorists and insurgents can blend in with more benign civilian populations to avoid detection.
- Criminal Activity - Used to complete scenario specific goals. Using this ability makes the unit easier to detect as a criminal/terrorist/insurgent.
PLAYER ROLES and OPTIONS
Assign Roles in Multiplayer Scenarios
The incident commander can assign specific roles and responsibilities created for a scenario to other players, such as Logistics Officer, Operations Officer, or Information Officer. The incident commander can then assign specific assets to each other player.
Each role then has a customizable interface tailored to address their responsibilities through commands and menu items specific to their tasks. Each capability under the command of users can be assigned a dollar cost for use in evaluation after the scenario is complete.
Establish Locations for Critical Response Activities
The incident commander can define points for key locations:
- Incident Command Post - Once established the Command Post makes all incident related tasks operate more efficiently.
- Staging Area - The area where all units sent to the incident will initially report to unless given specific orders. Setting a staging area makes it easier to see and assign available resources.
- Casualty Collection Area - Location where all wounded are brought for triage to identify their level of injury before treatment and, (as needed) transport to medical centers.
- Morgue - Wounded identified as dead are isolated from the casualty collection area to avoid spread of disease and for proper treatment of the dead.
- Evacuation Center - Uninjured civilians are directed to the evacuation center to consolidate them for transport out of the area.
- Media Center - Establishing a media center gives media units a place to locate that does not interfere with operations related to the incident and makes it easier to use the media to keep the surrounding community informed.
Define Critical Areas
Users can select an area on the map in order to mark it for scenario purposes and share it with other players. These zones are marked by the player to illustrate concept, highlight a point of interest, or mark a scenario-specific zone such as an evacuation zone or an affected zone. These zone markings may be used to evaluate player effectiveness.
For example, a player may want to mark the contamination zone for a gas cloud. If a player incorrectly sets the zone, this will affect the scenario, as damage and casualties will mount as units enter the actual infected zone without protective gear and civilians are not evacuated. This will also affect the score of the player and his ability to achieve scenario goals.
|
|
|
SURVEY
 We need your input: Tell us more about your training needs
|
REGISTER
 Sign up to get news, updates, and demos, and release information
|
|