1,638 research outputs found

    Using Decision-Making Techniques in Support of Simulation Training Transfer Selections

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    A general methodological approach for determining the selection of military training simulations with respect to military training requirements has not been developed. This thesis undertakes a literature review, which indicated that there was a need for a multi-criteria decision making model to assist acquisition and/or training planners in making training selection decisions. The Analytical Hierarchy Process (AHP) Model was selected from a multi-criteria decision-making model candidate list for evaluation of its efficacy in selecting military training simulations based upon the military training requirements. Four separate trainee populations, Alpha, Beta, Charlie, and Delta, were evaluated. Results from the Alpha study case showed evidence of the AHP model providing consistency between the participants\u27 preferred choice and their demographic background. This indicates that the AHP model may be a useful multi-criteria decision-making method for acquisition and/or training planners. These results indicate that decision-makers should: I) allow for more than a low-level of effort on the front-end when creating the necessary AHP input, 2) reflect on the selection of attributes as a critical step in establishing the AHP model hierarchy, and 3) consider the level of detail needed for input into the AHP model. Further, results from the Beta, Charlie, and Delta populations indicate that an approach has been developed which is consistent across groups and displays strong alternative preferences that are consistent

    Augmenting low-fidelity flight simulation training devices via amplified head rotations

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    Due to economic and operational constraints, there is an increasing demand from aviation operators and training manufacturers to extract maximum training usage from the lower fidelity suite of flight simulators. It is possible to augment low-fidelity flight simulators to achieve equivalent performance compared to high-fidelity setups but at reduced cost and greater mobility. In particular for visual manoeuvres, the virtual reality technique of head-tracking amplification for virtual view control enables full field-of-regard access even with limited field-of-view displays. This research quantified the effects of this technique on piloting performance, workload and simulator sickness by applying it to a fixed-base, low-fidelity, low-cost flight simulator. In two separate simulator trials, participants had to land a simulated aircraft from a visual traffic circuit pattern whilst scanning for airborne traffic. Initially, a single augmented display was compared to the common triple display setup in front of the pilot. Starting from the base leg, pilots exhibited tighter turns closer to the desired ground track and were more actively conducting visual scans using the augmented display. This was followed up by a second experiment to quantify the scalability of augmentation towards larger displays and field of views. Task complexity was increased by starting the traffic pattern from the downwind leg. Triple displays in front of the pilot yielded the best compromise delivering flight performance and traffic detection scores just below the triple projectors but without an increase in track deviations and the pilots were also less prone to simulator sickness symptoms. This research demonstrated that head augmentation yields clear benefits of quick user adaptation, low-cost, ease of systems integration, together with the capability to negate the impact of display sizes yet without incurring significant penalties in workload and incurring simulator sickness. The impact of this research is that it facilitates future flight training solutions using this augmentation technique to meet budgetary and mobility requirements. This enables deployment of simulators in large numbers to deliver expanded mission rehearsal previously unattainable within this class of low-fidelity simulators, and with no restrictions for transfer to other training media

    An Experimental Mixed Methods Pilot Study for U.S. Army Infantry Soldiers - Higher Levels of Combined Immersion and Embodiment in Simulation-Based Training Capabilities Show Positive Effects on Emotional Impact and Relationships to Learning Outcomes

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    This pilot study examines the impact of combined immersion and embodiment on learning and emotional outcomes. The results are intended to better enable U.S. Army senior leaders to decide if dismounted infantry Soldiers would benefit from a more immersive simulation-based training capability. The experiment\u27s between-subject design included a sample of 15 participants randomly assigned to one of three system configurations representing different levels of combined immersion and embodiment. The control group was a typical desktop, and the two experimental groups were a typical configuration of a Virtual Reality headset (VR) and a novel configuration using VR supported by an omnidirectional treadmill (ODT) for full body exploration and interaction. Unique from similar studies, this pilot study allows for an analysis of the Infinadeck ODT\u27s impact on learning outcomes and the value of pairing tasks by type with various levels of immersion. Each condition accessed the same realistically modeled geospatial virtual environment (VE), the UCF Virtual Arboretum, and completed the same pre and post VE-interaction measurement instruments. These tests included complicated and complex information. Declarative information involved listing plants/communities native to central Florida (complicated tasks) while the situational awareness measurement required participants to draw a sketch map (complex task). The Kruskal-Wallis non-parametric statistical test showed no difference between conditions on learning outcomes. The non-parametric Spearman correlation statistical test showed many significant relationships between the system configuration and emotional outcomes. Graphical representations of the data combined with quantitative, qualitative, and correlational data suggest a larger sample size is required to increase power to answer this research question. This study found a strong trend which indicates learning outcomes are affected by task type and significant correlations between emotions important for learning outcomes increased with combined immersion and embodiment

    Innovation Policy Roadmapping for the Future Finnish Smart City Digital Twins : Towards Finland National Digital Twin Programme

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    Smart City Digital Twins (SCDTs) emerge as a transforming concept with the ability to redefine the future of cities in the fast-paced evolving landscape of urban development. This qualitative futures research explores thoroughly into the complex interaction of socio-technical dynamics in the Finnish setting, investigating the several ways SCDTs might revolutionise urban spaces and create resilience. By utilizing Innovation Policy Roadmapping (IPRM) method for the first time on SCDTs, it reveals the diverse capacities of SCDTs across domains such as urban planning, scenario developing, What-IF analysis, and public involvement through a rigorous examination of academic literature and multi-level analysis of expert interviews. The research emphasises the critical role of policymakers and sectoral actors in building an environment that allows Finnish SCDTs to survive in the face of technological improvements. Furthermore, it emphasises the convergence of SCDTs and Futures Studies approaches, giving a visionary path to adaptable and forward-thinking urban futures. The contributions of this study extend beyond the scope of Finnish SCDTs, giving inspiration for sustainable smart city transformations, potential foundational insights towards Finland National Digital Twin Programme and paving the way for the incorporation of futures studies methodologies and digital twins to mitigate uncertainties and create resilient urban futures. Longitudinal impact assessments, real-time citizen-centric foresight applications via SCDT, and the investigation of SCDTs' role in disaster mitigation and social well-being are among the identified future research directions, providing a comprehensive roadmap for leveraging SCDTs as transformative tools for building sustainable urban futures

    Spatial cognition in virtual environments

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    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Spatial cognition in virtual environments

    Get PDF
    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology

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    The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications

    Program and Proceedings: The Nebraska Academy of Sciences 1880-2023. 142th Anniversary Year. One Hundred-Thirty-Third Annual Meeting April 21, 2023. Hybrid Meeting: Nebraska Wesleyan University & Online, Lincoln, Nebraska

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    AERONAUTICS & SPACE SCIENCE Chairperson(s): Dr. Scott Tarry & Michaela Lucas HUMANS PAST AND PRESENT Chairperson(s): Phil R. Geib & Allegra Ward APPLIED SCIENCE & TECHNOLOGY SECTION Chairperson(s): Mary Ettel BIOLOGY Chairpersons: Lauren Gillespie, Steve Heinisch, and Paul Davis BIOMEDICAL SCIENCES Chairperson(s): Annemarie Shibata, Kimberly Carlson, Joseph Dolence, Alexis Hobbs, James Fletcher, Paul Denton CHEM Section Chairperson(s): Nathanael Fackler EARTH SCIENCES Chairpersons: Irina Filina, Jon Schueth, Ross Dixon, Michael Leite ENVIRONMENTAL SCIENCE Chairperson: Mark Hammer PHYSICS Chairperson(s): Dr. Adam Davis SCIENCE EDUCATION Chairperson: Christine Gustafson 2023 Maiben Lecturer: Jason Bartz 2023 FRIEND OF SCIENCE AWARD TO: Ray Ward and Jim Lewi
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