2,337 research outputs found

    An Exploration of the Feasibility of Functional Near-Infrared Spectroscopy as a Neurofeedback Cueing System for the Mitigation of the Vigilance Decrement

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    Vigilance is the capacity for observers to maintain attention over extended periods of time, and has most often been operationalized as the ability to detect rare and critical signals (Davies & Parasuraman, 1982; Parasuraman, 1979; Warm, 1984). Humans, however, have natural physical and cognitive limitations that preclude successful long-term vigilance performance and consequently, without some means of assistance, failures in operator vigilance are likely to occur. Such a decline in monitoring performance over time has been a robust finding in vigilance experiments for decades and has been called the vigilance decrement function (Davies & Parasuraman, 1982; Mackworth, 1948). One of the most effective countermeasures employed to maintain effective performance has been cueing: providing the operator with a reliable prompt concerning signal onset probability. Most protocols have based such cues on task-related or environmental factors. The present dissertation examines the efficacy of cueing when nominally based on operator state (i.e., blood oxygenation of cortical tissue) in a novel vigilance task incorporating dynamic displays over three studies. Results pertaining to performance outcomes, physiological measures (cortical blood oxygenation and heart rate variability), and perceived workload and stress are interpreted via Signal Detection Theory and the Resource Theory of vigilance

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 182, July 1978

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    This bibliography lists 165 reports, articles, and other documents introduced into the NASA scientific and technical information system in June 1978

    Crew factors in flight operations. Part 3: The operational significance of exposure to short-haul air transport operations

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    Excessive flightcrew fatigue has potentially serious safety consequences. Laboratory studies have implicated fatigue as a causal factor associated with varying levels of performance deterioration depending on the amount of fatigue and the type of measure utilized in assessing performance. These studies have been of limited utility because of the difficulty of relating laboratory task performance to the demands associated with the operation of a complex aircraft. The performance of 20 volunteer twin-jet transport crews is examined in a full-mission simulator scenario that included most aspects of an actual line operation. The scenario included both routine flight operations and an unexpected mechanical abnormality which resulted in a high level of crew workload. Half of the crews flew the simulation within two to three hours after completing a three-day, high-density, short-haul duty cycle (Post-Duty condition). The other half flew the scenario after a minimum of three days off duty (Pre-Duty) condition). The results revealed that, not surprisingly, Post-Duty crews were significantly more fatigued than Pre-Duty crews. However, a somewhat counter-intuitive pattern of results emerged on the crew performancemeasures. In general, the performance of Post-Duty crews was significantly better than that of Pre-Duty crews, as rated by an expert observer on a number of dimensions relevant to flight safety. Analyses of the flightcrew communication patterns revealed that Post-Duty crews communicated significantly more overall, suggesting, as has previous research, that communication is a good predictor of overall crew performance

    A Multimedia Approach to Game-Based Training: Exploring the Effects of the Modality and Temporal Contiguity Principles on Learning in a Virtual Environment

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    There is an increasing interest in using video games as a means to deliver training to individuals learning new skills or tasks. However, current research lacks a clear method of developing effective instructional material when these games are used as training tools and explaining how gameplay may affect learning. The literature contains multiple approaches to training and GBT but generally lacks a foundational-level and theoretically relevant approach to how people learn specifically from video games and how to design instructional guidance within these gaming environments. This study investigated instructional delivery within GBT. Video games are a form of multimedia, consisting of both imagery and sounds. The Cognitive Theory of Multimedia Learning (CTML; Mayer 2005) explicitly describes how people learn from multimedia information, consisting of a combination of narration (words) and animation (pictures). This study empirically examined the effects of the modality and temporal contiguity principles on learning in a game-based virtual environment. Based on these principles, it was hypothesized that receiving either voice or embedded training would result in better performance on learning measures. Additionally, receiving a combination of voice and embedded training would lead to better performance on learning measures than all other instructional conditions. A total of 128 participants received training on the role and procedures related to the combat lifesaver - a non-medical soldier who receives additional training on combat-relevant lifesaving medical procedures. Training sessions involved an instructional presentation manipulated along the modality (voice or text) and temporal contiguity (embedded in the game or presented before gameplay) principles. Instructional delivery was manipulated in a 2x2 between-subjects design with four instructional conditions: Upfront-Voice, Upfront-Text, Embedded-Voice, and Embedded-Text. Results indicated that: (1) upfront instruction led to significantly better retention performance than embedded instructional regardless of delivery modality; (2) receiving voice-based instruction led to better transfer performance than text-based instruction regardless of presentation timing; (3) no differences in performance were observed on the simple application test between any instructional conditions; and (4) a significant interaction of modality-by-temporal contiguity was obtained. Simple effects analysis indicated differing effects along modality within the embedded instruction group, with voice recipients performing better than text (p = .012). Individual group comparisons revealed that the upfront-voice group performed better on retention than both embedded groups (p = .006), the embedded-voice group performed better on transfer than the upfront text group (p = .002), and the embedded-voice group performed better on the complex application test than the embedded-text group (p =.012). Findings indicated partial support for the application of the modality and temporal contiguity principles of CTML in interactive GBT. Combining gameplay (i.e., practice) with instructional presentation both helps and hinders working memory\u27s ability to process information. Findings also explain how expanding CTML into game-based training may fundamentally change how a person processes information as a function of the specific type of knowledge being taught. Results will drive future systematic research to test and determine the most effective means of designing instruction for interactive GBT. Further theoretical and practical implications will be discussed

    Investigating The Universality And Comprehensive Ability Of Measures To Assess The State Of Workload

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    Measures of workload have been developed on the basis of the various definitions, some are designed to capture the multi-dimensional aspects of a unitary resource pool (Kahneman, 1973) while others are developed on the basis of multiple resource theory (Wickens, 2002). Although many theory based workload measures exist, others have often been constructed to serve the purpose of specific experimental tasks. As a result, it is likely that not every workload measure is reliable and valid for all tasks, much less each domain. To date, no single measure, systematically tested across experimental tasks, domains, and other measures is considered a universal measure of workload. Most researchers would argue that multiple measures from various categories should be applied to a given task to comprehensively assess workload. The goal for Study 1 to establish task load manipulations for two theoretically different tasks that induce distinct levels of workload assessed by both subjective and performance measures was successful. The results of the subjective responses support standardization and validation of the tasks and demands of that task for investigating workload. After investigating the use of subjective and objective measures of workload to identify a universal and comprehensive measure or set of measures, based on Study 2, it can only be concluded that not one or a set of measures exists. Arguably, it is not to say that one will never be conceived and developed, but at this time, one does not reside in the psychometric catalog. Instead, it appears that a more suitable approach is to customize a set of workload measures based on the task. The novel approach of assessing the sensitivity and comprehensive ability of conjointly utilizing subjective, performance, and physiological workload measures for theoretically different tasks within the same domain contributes to the theory by laying the foundation for improving methodology for researching workload. The applicable contribution of this project is a stepping-stone towards developing complex profiles of workload for use in closed-loop systems, such as human-robot team iv interaction. Identifying the best combination of workload measures enables human factors practitioners, trainers, and task designers to improve methodology and evaluation of system designs, training requirements, and personnel selectio

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 338)

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    This bibliography lists 139 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during June 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Measuring the Utility of a Cyber Incident Mission Impact Assessment (CIMIA) Process for Mission Assurance

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    Information is a critical asset on which virtually all modern organizations depend upon to meet their operational mission objectives. Military organizations, in particular, have embedded Information and Communications Technologies (ICT) into their core mission processes as a means to increase their operational efficiency, exploit automation, improve decision quality, and shorten the kill chain. However, the extreme dependence upon ICT results in an environment where a cyber incident can result in severe mission degradation, or possibly failure, with catastrophic consequences to life, limb, and property. These consequences can be minimized by maintaining real-time situational awareness of mission critical resources so appropriate contingency actions can be taken in a timely manner following an incident in order to assure mission success. In this thesis, the design and analysis of an experiment is presented for the purpose of measuring the utility of a Cyber Incident Mission Impact Assessment (CIMIA) notification process, whose goal is to improve the timeliness and relevance of incident notification. In the experiment, subjects are placed into a model environment where they conduct operational tasks in the presence and absence of enhanced CIMIA notifications. The results of the experiment reveal that implementing a CIMIA notification process significantly reduced the response time required for subjects to recognize and take proper contingency actions to assure their organizational mission. The research confirms that timely and relevant notification following a cyber incident is an essential element of mission assurance

    Human factors in space telepresence

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    The problems of interfacing a human with a teleoperation system, for work in space are discussed. Much of the information presented here is the result of experience gained by the M.I.T. Space Systems Laboratory during the past two years of work on the ARAMIS (Automation, Robotics, and Machine Intelligence Systems) project. Many factors impact the design of the man-machine interface for a teleoperator. The effects of each are described in turn. An annotated bibliography gives the key references that were used. No conclusions are presented as a best design, since much depends on the particular application desired, and the relevant technology is swiftly changing

    Extravehicular activities limitations study. Volume 1: Physiological limitations to extravehicular activity in space

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    This report contains the results of a comprehensive literature search on physiological aspects of EVA. Specifically, the topics covered are: (1) Oxygen levels; (2) Optimum EVA work; (3) Food and Water; (4) Carbon dioxide levels; (5) Repetitive decompressions; (6) Thermal, and (7) Urine collection. The literature was assessed on each of these topics, followed by statements on conclusions and recommended future research needs

    Gamification as a neuroergonomic approach to improving interpersonal situational awareness in cyber defense

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    In cyber threat situations, the establishment of a shared situational awareness as a basis for cyber defense decision-making results from adequate communication of a Recognized Cyber Picture (RCP). RCPs consist of actively selected information and have the goal of accurately presenting the severity and potential consequences of the situation. RCPs must be communicated between individuals, but also between organizations, and often from technical to non-/less technical personnel. The communication of RCPs is subject to many challenges that may affect the transfer of critical information between individuals. There are currently no common best practices for training communication for shared situational awareness among cyber defense personnel. The Orient, Locate, Bridge (OLB) model is a pedagogic tool to improve communication between individuals during a cyber threat situation. According to the model, an individual must apply meta-cognitive awareness (O), perspective taking (L), and communication skills (B) to successfully communicate the RCP. Gamification (applying game elements to non-game contexts) has shown promise as an approach to learning. We propose a novel OLB-based Gamification design to improve dyadic communication for shared situational awareness among (technical and non-technical) individuals during a cyber threat situation. The design includes the Gamification elements of narrative, scoring, feedback, and judgment of self. The proposed concept contributes to the educational development of cyber operators from both military and civilian organizations responsible for defending and securing digital infrastructure. This is achieved by combining the elements of a novel communication model with Gamification in a context in urgent need for educational input.publishedVersio
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