In the first hours of a disaster, up-to-date information about the area of interest is crucial for effective disaster management. However, due to the delay induced by collecting and analysing satellite imagery, disaster management systems like the Copernicus Emergency Management Service (EMS) are currently not able to provide information products until up to 48–72 h after a disaster event has occurred. While satellite imagery is still a valuable source for disaster management, information products can be improved through complementing them with user-generated data like social media posts or crowdsourced data. The advantage of these new kinds of data is that they are continuously produced in a timely fashion because users actively participate throughout an event and share related information. The research project Evolution of Emergency Copernicus services (E2mC) aims to integrate these novel data into a new EMS service component called Witness, which is presented in this paper. Like this, the timeliness and accuracy of geospatial information products provided to civil protection authorities can be improved through leveraging user-generated data. This paper sketches the developed system architecture, describes applicable scenarios and presents several preliminary case studies, providing evidence that the scientific and operational goals have been achieved.
Abstract. This study proposes a role-playing experiment to explore the value of modern
impact-based weather forecasts on the decision-making process to (i) issue
warnings and manage the official emergency response under uncertainty and
(ii) communicate and trigger protective action at different levels of the
warning system across Europe. Here, flood or strong-wind game simulations
seek to represent the players' realistic uncertainties and dilemmas
embedded in the real-time forecasting-warning processes. The game was first
tested in two scientific workshops in Finland and France, where European
researchers, developers, forecasters and civil protection representatives
played the simulations. Two other game sessions were organized afterwards
(i) with undergraduate university students in France and (ii) with Finnish
stakeholders involved in the management of hazardous weather emergencies.
First results indicate that multi-model developments and crowdsourcing tools
increase the level of confidence in the decision-making under pressure. We
found that the role-playing approach facilitates interdisciplinary
cooperation and argumentation on emergency response in a fun and interactive
manner. The ANYCaRE experiment was proposed, therefore, as a valuable learning
tool to enhance participants' understanding of the complexities and
challenges met by various actors in weather-related emergency management.
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