Emergency Room (series)
Emergency Room is a simulation video game series in which the player assumes the role of a medical person who treats hospital patients. The first game, Emergency Room, was released for DOS in 1995, it was developed and published by Legacy Software, which created additional games in the series as Legacy Interactive Inc. beginning in 1999. The subsequent games were released for Macintosh and Microsoft Windows up until 2001, a Nintendo DS game was released in 2009; the eighth and final game in the series, Emergency Room: Heroic Measures, was released in 2010. Emergency Room was developed and published by Legacy Software, was released for DOS in 1995. Set in an emergency room at Legacy Memorial Hospital, the player takes control of a rookie medical student who reviews patients' charts and performs various procedures to diagnose and treat illnesses and injuries. Procedures used to make a diagnosis include checking patients' blood pressure and pulse, multiple-choice options are presented to the player throughout the game.
The game features 400 medical cases with various levels of severity. The player is guided by the hospital staff; the game was produced by Dr. Ariella Lehrer, a cognitive psychologist and the eventual founder and chief executive officer of Legacy Interactive Inc. Emergency Room sold over 230,000 copies. Ken Neville of Entertainment Weekly gave the game a "C-" and criticized its simplicity, noting the player's inability to question patients to determine their ailments. Neville concluded that people who enjoy pretending to be doctors are "best advised to watch television's ER, because this Emergency Room makes you want to pull the plug." The Miami Herald stated that the game offers "a realistic experience in a hospital ER without the threat of a malpractice suit." Emergency Room 2 was published by Legacy Interactive Inc.. The game was released for Macintosh and Microsoft Windows. In the game, the player controls a medical student who works in the emergency ward at Legacy Memorial Hospital; the game includes 100 patients.
The patients can be brought through four areas of the hospital for diagnosis: an exam room, an X-ray room, a laboratory, a treatment center. The game includes over 40 different medical tools; the player engages in various tasks to diagnose each patient, such as taking X-rays and CT scans, performing stool tests. During patient exams, the player is given a time limit. By treating patients, the player earns points that increase their ranking in hospital position. There are five rankings: medical student, resident, attending physician, chief of staff; the medical conditions encountered by the player become more severe with each ranking. The game includes voiceover work from Joey Lauren Adams and Steve Park, who portray a nurse and a radiology technician. Legacy offered additional patient cases. Anne Royal of Computer Games Magazine rated the game three stars out of five and criticized initial installation issues, but stated that the game "more than adequately represents the stressful life of triage staff in a busy hospital emergency room."
Andrew Park of GameSpot gave the game a Fair rating of 6.8 out of 10, writing that while it "might be an interesting and challenging cognitive aid, it's not much of a game." Park was critical of the game's graphics and grainy full motion videos, its sensitive controls, the lack of background music. Park stated that most of the voiceover work was done well, but that some patients suffered from "an overdose of overacting." Park praised the large amount of medical information and stated that the game "seems like a decent piece of edutainment software."Danny Lam of GamePro gave the game a Fun Factor of 4 out of 5 and stated that the game "kept me hooked," while writing that the "badly acted FMV sequences don't have the smoothest transitions and the injuries look fake." Lam concluded that for people who have an interest in medical science, the game "gives doctor-wannabes a scratch-the-surface education in the life of a medical professional." Michael L. House of AllGame gave the game two and a half stars out of five, considered the game and many of its patient cases to be boring.
House criticized the game environment for its repetitive appearance, he disliked the "annoying" comments made by patients. Emergency Room: Disaster Strikes was developed and published by Legacy Interactive; the game was released for Macintosh and Windows on December 10, 1999. The game features similar gameplay to its predecessors. In the game, three disasters have struck California: an earthquake, a winter storm, a freeway pileup; the player must deal with the aftermath of the disasters. The player chooses which of the three disaster sites to report to, selects a patient to bring back to the hospital for an examination and treatment; the player begins as a Medical Student at Legacy Memorial Hospital, must work up through the ranks of Intern, Resident and Chief of Staff. The player's ranking increases after receiving high grades for treating patients. After selecting a patient, the player must develop a treatment plan. In the treatment room, the player is presented with tables and trays that offer various items which may be used for treating patients.
The game features more than 50 medical tools. After each patient case, the player is given a report detailing what was done wrong; the game includes 100 patient cases, additional cases could be downloaded from the game's website. The game includes 250 video segments, featured at the disaster sites and in hospital exam rooms. Karen McCall of AllGame gave a score of three stars o
Emergency management is the organization and management of the resources and responsibilities for dealing with all humanitarian aspects of emergencies. The aim is to reduce the harmful effects including disasters; the World Health Organization defines an emergency as the state in which normal procedures are interrupted, immediate measures need to be taken to prevent that state turning into a disaster. Thus, emergency management is crucial to avoid the disruption transforming into a disaster, harder to recover from. Emergency management should not be equated to disaster management. Emergency planning, a discipline of urban planning and design, first aims to prevent emergencies from occurring, failing that, should develop a good action plan to mitigate the results and effects of any emergencies; as time goes on, more data become available through the study of emergencies as they occur, a plan should evolve. The development of emergency plans is a cyclical process, common to many risk management disciplines, such as business continuity and security risk management, as set out below: Recognition or identification of risks Ranking or evaluation of risks Responding to significant risks Tolerating Treating Transferring Terminating Resourcing controls and planning Reaction planning Reporting and monitoring risk performance Reviewing the risk management frameworkThere are a number of guidelines and publications regarding emergency planning, published by professional organizations such as ASIS, National Fire Protection Association, the International Association of Emergency Managers.
There are few emergency management specific standards, emergency management as a discipline tends to fall under business resilience standards. In order to avoid or reduce significant losses to a business, emergency managers should work to identify and anticipate potential risks. In the event that an emergency does occur, managers should have a plan prepared to mitigate the effects of that emergency, as well as to ensure business continuity of critical operations after the incident, it is essential for an organization to include procedures for determining whether an emergency situation has occurred and at what point an emergency management plan should be activated. An emergency plan must be maintained, in a structured and methodical manner, to ensure it is up-to-date in the event of an emergency. Emergency managers follow a common process to anticipate, prevent, prepare and recover from an incident. Cleanup during disaster recovery involves many occupational hazards; these hazards are exacerbated by the conditions of the local environment as a result of the natural disaster.
While individual workers should be aware of these potential hazards, employers are responsible for minimizing exposure to these hazards and protecting workers, when possible. This includes identification and thorough assessment of potential hazards, application of appropriate personal protective equipment, the distribution of other relevant information in order to enable safe performance of the work. Maintaining a safe and healthy environment for these workers ensures that the effectiveness of the disaster recovery is unaffected. Flood-associated injuries: Flooding disasters expose workers to trauma from sharp and blunt objects hidden under murky waters causing lacerations, as well as open and closed fractures; these injuries are further exacerbated with exposure to the contaminated waters, leading to increased risk for infection. When working around water, there is always the risk of drowning. In addition, the risk of hypothermia increases with prolonged exposure to water temperatures less than 75 degrees Fahrenheit.
Non-infectious skin conditions may occur including miliaria, immersion foot syndrome, contact dermatitis. Earthquake-associated injuries: The predominant injuries are related to building structural components, including falling debris with possible crush injury, trapped under rubble and electric shock. Chemicals can pose a risk to human health. After a natural disaster, certain chemicals can be more prominent in the environment; these hazardous materials can be released indirectly. Chemical hazards directly released after a natural disaster occur concurrent with the event so little to no mitigation actions can take place for mitigation. For example, airborne magnesium, chloride and ammonia can be generated by droughts. Dioxins can be produced by forest fires, silica can be emitted by forest fires. Indirect release of hazardous chemicals can be unintentionally released. An example of intentional release is insecticides used after a flood or chlorine treatment of water after a flood. Unintentional release is.
The chemical released is toxic and serves beneficial purpose when released to the environment. These chemicals can be controlled through engineering to minimize their release when a natural disaster strikes. An example of this is agrochemicals from inundated storehouses or manufacturing facilities poisoning the floodwaters or asbestos fibers released from a building collapse during a hurricane; the flowchart to the right has been adopted from research performed by Stacy Young, et al. and can be found here. Exposure limits Below are TLV-TWA, PEL, IDLH values for common chemicals workers are exposed to after a natural disaster. Direct release Magnesium Phosphorus Ammonia SilicaIntentional release Insecticides Chlorine dioxideUnintentional release Crude oil components Benzene, N-hexane, hydrogen sulfi
Oggy and the Cockroaches
Oggy and the Cockroaches is a French animated children's television series produced by Gaumont Multimedia and Xilam Animation. This cartoon has no dialogue. Oggy, an anthropomorphic cat, would prefer to spend his days watching television and eating, but is continuously pestered by three roaches, Dee Dee and Marky; the Cockroaches' slapstick mischief ranges from plundering Oggy's refrigerator to hijacking the train he just boarded. There are two additional main characters: Oggy's cousin Jack, more violent and short-tempered than him and is annoyed by the Cockroaches. Oggy is a cat with green eyes, grey tummy and white feet. Oggy spends his time either watching TV or doing housework — when not chasing the cockroaches. Despite the constant mayhem caused by the cockroaches, Oggy has developed a sort of love–hate relationship with them, having lived with them for a long time. Whenever he finds himself alone in his house, he will begin to miss the cockroaches along with their pranks followed by nothing interesting happening in his life.
Oggy's house appears bigger on the inside featured in the roller coaster-like staircase scenes. According to executive producer Marc du Pontavice and France Info, the character of Oggy was named after punk rock musician Iggy Pop and the rock album The Rise and Fall of Ziggy Stardust and the Spiders from Mars. In early episodes, like his "predecessor" Tom in Tom and Jerry, was the main punching bag in the series. However, in more recent episodes, Oggy has been portrayed as heroic triumphing over the cockroaches despite the beatings he takes from them and Bob. Notable other accomplishments include winning the Formula 1, placing first in a marathon, winning over his girlfriend Olivia; the Cockroaches are three brothers who antagonize other characters Oggy and Jack. The cockroaches love pranking them so much, it is implied that the roaches are named after members of the rock band, The Ramones. Joey is a purple-pink body, purple-blue head roach with a pink right eye and yellow left eye, the oldest brother.
Though he's the smallest roach in the group, most of the time he's the most intelligent, always being the brain in the plans, but is sometimes forced to go solo, because his brothers think that his plans are stupid. He loves money, but his efforts always fall short ending with him getting swatted or beaten up. Marky is a suave heartbreaking, silvery-grey body, green head roach with pink eyes. While he used to love causing mischief just like his brothers, he has grown to be more laid-back in episodes, though he still enjoys hanging out with Joey and Dee Dee and causing general mayhem like he has always done, his hobbies are dating puppets and reading books. He has bad breath, as revealed in the season 1 and season 6 episode "It's A Small World" and "Itsy-Bitsy Oggy". Dee Dee is youngest of the three, he has orange head and green eyes. His appetite sometimes reaches insane proportions resulting in the consumption of larger animals or other things that would otherwise be inedible, he is known to like opera.
Sometimes it is shown that his feet are so foul-smelling, the juice they produce is toxic and melt objects. Jack is Oggy's cousin, he has yellow eyes, pale Salmon pink tummy and white feet, in the show. He is like the complete opposite of Oggy, as he is more short-tempered and arrogant than him - a perfect target for the roaches to annoy, he finds himself building huge machinery, such as roach-catching contraptions, most of the time resulting in them backfiring, making him less lucky than Oggy in most situations. He is very interested in chemistry. Jack sleeps over at Oggy's house. At times, he bullies Oggy. Jack seems to be the strongest character in the show, he likes to show off, challenge the roaches and date girls – Oggy's sister Monica. He is sometimes seen trying to propose to Monica, but the cockroaches' pranks always make him stop short. In one episode, they seem to ask Oggy to babysit their child. Jack has a morbid fear of heights, as shown in several episodes like the season 4 episode "The Lighthouse Keeper".
However, in the season 1 episode "The Rise & The Fall" Oggy has a fear of heights instead of Jack. Bob is Oggy's neighbour, he has severe anger management issues. A running gag in the show has Oggy or Jack doing something that accidentally crushes Bob or shaves his fur or destroys his house, with Bob pummeling Oggy or Jack off-screen, he does not always pummel Oggy, as seen in "Baby Boum", "Special Deliveries" and "To Serve and Protect". He has some sort of friendship with them, as notably seen in Olivia and Back to the Past!. He is known to
Emergency Room (art)
Emergency Room is an art exhibition format devised by Thierry Geoffroy for artists with desire to engage in the current debate. Artists are invited to contribute with art works that are produced daily in response to ongoing social issues, contributing to a changing exhibition; the format avoids the need for an artist to wait months or years before being able to exhibit their art. Emergency Room exhibitions have been held in a number of locations globally. "Artists and media have been fighting for weeks in order to get to see and participate in the new and innovating exhibition that with its "art of the news" puts the art institution itself to debate. Reuters, The New Yorker and the TV-channel ABC News are some of the leading media that have brought the story about the original exhibition, at P. S.1 more than a thousand visitors per day have been seeing it…" said Danish newspaper Weekendavisen in March 2007. Emergency Rooms are "carefully prepared environment for hectic bursts of creation". Emergency Rooms can take place in several places across the world at the same time.
When art institutions wish to host the Emergency Room format they are given a license to produce a version of the format. The Emergency Room format involves a system, taught to the participating artists by Emergency Room staff; the system requires the artwork of the previous day to be removed daily and replaced by fresh artworks. Geoffroy calls this central element of the process "The Passage"; the number of artists turning up for the Passage will vary, sometimes with nobody showing up. Other days the news of the day will stimulate responses from the artists and participation in the Passage increases. Emergency Room can be combined with the'Delay Museum', a nearby exhibition space where yesterday’s artwork is archived and shown; this museum is no longer contemporary in the sense of the word used by Emergency Room. This delay of opinions and reactions are preserved. Geoffroy describes this as a critical way of thinking about contemporary art, with The Delay Museum becoming a place for studying the aesthetics of the fast moving'emergency'.
It is recorded externally by media coverage and internally usingf blogs and artist interviews by the Emergency Room staff. Geoffroy describes the Emergency Room as a format where artists can "train their awareness muscle", encouraging experimentation and artistic daring; the Emergency Room events involve large numbers of overseas artists. By November 2008 over 150 artists had been involved in the format in a number of locations internationally; the format has been activated in: MoMA PS1, New York City involving 30 artists, changing the entire display at 12.30pm each day. University of Fine Arts, Vietnam involving 25 local and overseas artists; the event coincided with a Danish State visit to Hanoi in November 2009. European Culture Congress, involving 18 artists. Naples: PAN - Palazzo delle Arti Napoli Athens: Ileana Tounta Contemporary Art Center Paris: Galerie Taiss. Berlin: Galerie Olaf Stueber. Copenhagen: Kunsthallen Nikolaj. Format Emergency Room at MOMA / PS1 New York. Report from ABC News 2007 Emergency Room Dictionary, published by Revolver Publishing "THIERRY GEOFFROY / AKA COLONEL: EMERGENCY ROOM DICTIONARY" by The Royal Danish Academy of Arts Format Emergency Room at MOMA / PS1 New York.
Report from Reuters 2007 The art of news The Brian Lehrer Show "Where art and Journalism Collide" PS1/MoMA, New York, 2007 Format Emergency Room in Paris / Emergency Case. By Natalie Hegert, 2008 Emergency Room - Galerie Taiss - Paris Interview with Colonel on Kopenhagen.dk 2008 http://www.kunsten.nu/artikler/artikel.php?thierry+Geoffroy+emergency+room Format Emergency Room Hanoi from 36pho TV news