27,556 research outputs found

    Requirements for Modeling and Simulation for Space Medicine Operations: Preliminary Considerations

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    The NASA Space Medicine program is now developing plans for more extensive use of high-fidelity medical Simulation systems. The use of simulation is seen as means to more effectively use the limited time available for astronaut medical training. Training systems should be adaptable for use in a variety of training environments, including classrooms or laboratories, space vehicle mockups, analog environments, and in microgravity. Modeling and simulation can also provide the space medicine development program a mechanism for evaluation of other medical technologies under operationally realistic conditions. Systems and procedures need preflight verification with ground-based testing. Traditionally, component testing has been accomplished, but practical means for "human in the loop" verification of patient care systems have been lacking. Medical modeling and simulation technology offer potential means to accomplish such validation work. Initial considerations in the development of functional requirements and design standards for simulation systems for space medicine are discussed

    dARTMAP: A Neural Network for Fast Distributed Supervised Learning

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    Distributed coding at the hidden layer of a multi-layer perceptron (MLP) endows the network with memory compression and noise tolerance capabilities. However, an MLP typically requires slow off-line learning to avoid catastrophic forgetting in an open input environment. An adaptive resonance theory (ART) model is designed to guarantee stable memories even with fast on-line learning. However, ART stability typically requires winner-take-all coding, which may cause category proliferation in a noisy input environment. Distributed ARTMAP (dARTMAP) seeks to combine the computational advantages of MLP and ART systems in a real-time neural network for supervised learning, An implementation algorithm here describes one class of dARTMAP networks. This system incorporates elements of the unsupervised dART model as well as new features, including a content-addressable memory (CAM) rule for improved contrast control at the coding field. A dARTMAP system reduces to fuzzy ARTMAP when coding is winner-take-all. Simulations show that dARTMAP retains fuzzy ARTMAP accuracy while significantly improving memory compression.National Science Foundation (IRI-94-01659); Office of Naval Research (N00014-95-1-0409, N00014-95-0657

    Critical Team Composition Issues for Long-Distance and Long-Duration Space Exploration: A Literature Review, an Operational Assessment, and Recommendations for Practice and Research

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    Prevailing team effectiveness models suggest that teams are best positioned for success when certain enabling conditions are in place (Hackman, 1987; Hackman, 2012; Mathieu, Maynard, Rapp, & Gilson, 2008; Wageman, Hackman, & Lehman, 2005). Team composition, or the configuration of member attributes, is an enabling structure key to fostering competent teamwork (Hackman, 2002; Wageman et al., 2005). A vast body of research supports the importance of team composition in team design (Bell, 2007). For example, team composition is empirically linked to outcomes such as cooperation (Eby & Dobbins, 1997), social integration (Harrison, Price, Gavin, & Florey, 2002), shared cognition (Fisher, Bell, Dierdorff, & Belohlav, 2012), information sharing (Randall, Resick, & DeChurch, 2011), adaptability (LePine, 2005), and team performance (e.g., Bell, 2007). As such, NASA has identified team composition as a potentially powerful means for mitigating the risk of performance decrements due to inadequate crew cooperation, coordination, communication, and psychosocial adaptation in future space exploration missions. Much of what is known about effective team composition is drawn from research conducted in conventional workplaces (e.g., corporate offices, production plants). Quantitative reviews of the team composition literature (e.g., Bell, 2007; Bell, Villado, Lukasik, Belau, & Briggs, 2011) are based primarily on traditional teams. Less is known about how composition affects teams operating in extreme environments such as those that will be experienced by crews of future space exploration missions. For example, long-distance and long-duration space exploration (LDSE) crews are expected to live and work in isolated and confined environments (ICEs) for up to 30 months. Crews will also experience communication time delays from mission control, which will require crews to work more autonomously (see Appendix A for more detailed information regarding the LDSE context). Given the unique context within which LDSE crews will operate, NASA identified both a gap in knowledge related to the effective composition of autonomous, LDSE crews, and the need to identify psychological and psychosocial factors, measures, and combinations thereof that can be used to compose highly effective crews (Team Gap 8). As an initial step to address Team Gap 8, we conducted a focused literature review and operational assessment related to team composition issues for LDSE. The objectives of our research were to: (1) identify critical team composition issues and their effects on team functioning in LDSE-analogous environments with a focus on key composition factors that will most likely have the strongest influence on team performance and well-being, and 1 Astronaut diary entry in regards to group interaction aboard the ISS (p.22; Stuster, 2010) 2 (2) identify and evaluate methods used to compose teams with a focus on methods used in analogous environments. The remainder of the report includes the following components: (a) literature review methodology, (b) review of team composition theory and research, (c) methods for composing teams, (d) operational assessment results, and (e) recommendations

    Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare Setting

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    Education about implicit bias in clinical settings is essential for improving the quality of healthcare for underrepresented groups. Such a learning experience can be delivered in the form of a serious game simulation. WrightLIFE (Lifelike Immersion for Equity) is a project that combines two serious game simulations, with each addressing the group that faces implicit bias. These groups are individuals that identify as LGBTQIA+ and people with autism spectrum disorder (ASD). The project presents healthcare providers with a training tool that puts them in the roles of the patient and a medical specialist and immerses them in social and clinical settings. WrightLIFE games are distributed on both mobile and desktop devices and go through the entire cycle of providing healthcare professionals with experiential learning, which starts with defining the goals of the simulation and ends with collecting feedback. In this thesis work, cross-platform software frameworks like the Unity Engine have been used to develop survey scenes to comprehensively document users’ pre- and post-simulation experience and attitudes towards implicit bias. Life course scenes were designed to convey an enhanced user experience that bridges the socio-technical gap between the real and virtual worlds. By applying existing user-experience design methodologies to design the survey scenes and life course scenes, it was possible to create an immersive experiential-learning assessment tool that has the potential to deliver data-driven and targeted learning
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