Replay

Every important event during a session is stored in a log file. All communications, positions, activities, and intentions is registered and recorded. The stored information is detailed and the replay gives a playback of the whole session. The information shown in a replay consists of time, map showing fire status, weather, and the messages received by the staff members, fire-fighting units, and the reconnaissance persons.

This replay function should be used in the debriefing phase after a session. The use of the session replay is an important step in the learning process. When students observe the replay during the review phase, they start to interact in presenting their view of what they thought had happened during the session, and what to do in future engagements. The motivational appeal of the simulation increases dramatically when the students can see a replay and discuss their collaboration.


After action review
Start a replay
Run an example of a replay
User interface of a replay





After action review

All important events during a session are stored in a log file. All communication, positions, activities, and intentions that can be registered are recorded. The stored information is detailed enough for a play-back of the whole session. This replay function should be used in the debriefing phase after a session. The information shown in a replay consists of time, map showing fire status, weather, and the messages received by the staff members, fire-fighting units, and the reconnaissance persons.

Using the replay function, the training manager and the students can perform a play-back of the whole session. The replay shows simulated activities such as the fire and the positions and activities of the fire-fighting units. The main reason for having a session replay function is that research on simulation-based and collaborative training shows that the reflection stages after a session increase the transfer effects and are an important step in a training process (Rankin et al. 1995; Reigeluth et al. 1987). The replay used in an "after-action review" provides a good opportunity for the students to discuss their view of the situations and compare their situation awareness with the simulated reality that is shown in the session replay. The experience using the replay is that the use of the session replay was an important step in the learning. When the students observed the replay during the review phase, they started to interact in presenting their view of what they thought had happened during the session, and what to do in future engagements. The motivational appeal of the simulation also increases dramatically when the students can see a replay and discuss their collaboration.

In both our situation-awareness experiment series and the military course, the use of the session replay is an important step. It is probably one of the most sought-after features in the environment. In the military course they use after-action review with the goal of biggest possible group interaction to investigate what they learned and what it implied for future engagements. When the students sees the replay during the review phase, they start to interact in presenting their view of what they thought had happened during the session. They discusse situation awareness and their collaboration. We believe that this function is one of the most important components and that the motivational appeal of the simulation increases dramatically when the students can see a replay and discuss their collaboration. It is important to note that in our experimental series the session is performed on several distributed workstations, while the reflection session is performed on a single workstation where the subjects have face-to-face interaction. We believe that the review process will change in nature, from our settings, if the studentsí work is distributed over the web. Some research, e.g. Smith et al. (1989), observed that establishing face-to-face contact seems to be important during reflection stages, e.g., when partners discuss their observations, hypotheses or strategies. This fits in with research on mediated communication which, in general, suggests that face-to-face communication is more effective than audio-only communication for tasks which involve elements of negotiation.



Start a replay

A user can login to C3Fire as a manager, observer or player, but C3Fire need of course to be installed and started. Starting a replay is done from a manager.

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Choose "Replay old session".

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Each time a session is played in C3Fire a logfile is saved. The logfile is saved in a map together with configuration file, scenario file and the image of the map. The map containing these four items is always saved in the directory

<C3FIRE-ROOT>\server\sessionlogs\

For example:

C:\c3fire\server\sessionlogs\c3fire-1

Where c3fire-1 is the map containing the logfile, the configuration file, the scenario file and the image of the map. The logfile has the same name as the map and the ending .log. In this map the logfile is c3fire-1.log and the number that is questioned for when starting a replay is 1 for this logfile.

The map image of the started Replay is sometimes not ok. If this is the case you have to do a window update manouver.

In the replays top meny choose "Window", then choose "WindowUpdate".



Manage the replay with the Start and Pause buttons in the Session Control panel.



Run an example of a replay

The Basic C3Fire distribution contain a set of example configurations. The distribution also contain a set of example replays that relate to the example configurations.

The examples of replay is found in the directory
<C3FIRE-ROOT>\server\sessionlogs\
of the basic C3Fire distribution.

Example:

C:\c3fire\server\sessionlogs\c3fire-1

For viewing the example replays related to the example configurations start a replay in C3Fire with one of the examples number.



User interface of a replay

The user interface of replay and information given depends on configuration. Configuration is done in session configuration.

Session control
Time speed
Unit Info
Unit Property
Map and object palettes
Time, wind and pointer position


Figure 1. Example on a C3Fire replay user interface.


Session Control

The session controls 'start' and 'pause' functions are useful when discussing during debriefing .
Start Starts the replay.

Pause Gives the training manager a possibility to pause the replay. When the replay is paused it is possible to start it again by pressing the start button.

Stop Makes the replay stop. The replay is still on the screen and can be viewed but it cannot be started again.

Exit The replay is stopped and C3Fire is closed.

Session Control

Time Speed

Set the speed for replay to play the session. This speed can be altered during replay. It is recommended that interesting parts of the session worthy of discussion in debriefing is played in a slower pace and uninteresting parts is played in a faster pace.
Set Set the speed for replay to play the session.

Time Speed

Unit Info

Displays information about fire fighting units. What information to be given is configured in session configuration. By pushing mouse button on a fire fighting unit you alter the information in unit property panel, read more.
Unit Info

Unit Property

Displays information about a firefighting unit. What information to be given about the unit is configurated in session configuration. When pushing mouse button on a firefighting unit in unit info panel you change unit to expose information about, read more.
Unit Property

Time, wind and pointer position information

Displays session time, wind information and pointer position for all users that have these interface parts.

Time Panel Wind Panel Pointer Position

Map and object palettes

The map of the C3Fire world is a matrix, and is used to give the users a visual image of the fire in the simulated world and a tool to mark what he or she believes about the world. A position in the matrix can have a geographical object and a state of the fire. A fire-fighting unit chief can only see the states of the squares around his or her fire-fighting units. This means that the fire-fighting unit chiefs only get accurate information in x*x squares around the fire-fighting units. A user can use the object and fire palettes to put information on his or hers map if the user for example get a mail telling them some map related information. The configuration defines if each user should have the map and the palette. The maps can also be configured so that marks on one users map can be displayed on other users maps. This means that a group of users can have the same map image.

Map Panel Fire Palette Panel Object Palette Panel Mark Palette Panel