15 research outputs found

    Seventh Annual Workshop on Space Operations Applications and Research (SOAR 1993), volume 2

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    This document contains papers presented at the Space Operations, Applications and Research Symposium (SOAR) Symposium hosted by NASA/Johnson Space Center (JSC) and cosponsored by NASA/JSC and U.S. Air Force Materiel Command. SOAR included NASA and USAF programmatic overviews, plenary session, panel discussions, panel sessions, and exhibits. It invited technical papers in support of U.S. Army, U.S. Navy, Department of Energy, NASA, and USAF programs in the following areas: robotics and telepresence, automation and intelligent systems, human factors, life support, and space maintenance and servicing. SOAR was concerned with Government-sponsored research and development relevant to aerospace operations

    A white paper: NASA virtual environment research, applications, and technology

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    Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed

    Concurrency in auditory displays for connected television

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    Many television experiences depend on users being both willing and able to visually attend to screen-based information. Auditory displays offer an alternative method for presenting this information and could benefit all users. This thesis explores how this may be achieved through the design and evaluation of auditory displays involving varying degrees of concurrency for two television use cases: menu navigation and presenting related content alongside a television show. The first study, on the navigation of auditory menus, looked at onset asynchrony and word length in the presentation of spoken menus. The effects of these on task duration, accuracy and workload were considered. Onset asynchrony and word length both caused significant effects on task duration and accuracy, while workload was only affected by onset asynchrony. An optimum asynchrony was identified, which was the same for both long and short words, but better performance was obtained with the shorter words that no longer overlapped. The second experiment investigated how disruption, workload, and preference are affected when presenting additional content accompanying a television programme. The content took the form of sound from different spatial locations or as text on a smartphone and the programme's soundtrack was either modified or left unaltered. Leaving the soundtrack unaltered or muting it negatively impacted user experience. Removing the speech from the television programme and presenting the secondary content as sound from a smartphone was the best auditory approach. This was found to compare well with the textual presentation, resulting in less visual disruption and imposing a similar workload. Additionally, the thesis reviews the state-of-the-art in television experiences and auditory displays. The human auditory system is introduced and important factors in the concurrent presentation of speech are highlighted. Conclusions about the utility of concurrency within auditory displays for television are made and areas for further work are identified

    An analysis of interaction in the context of wearable computers

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    The focus of this thesis is on the evaluation of input modalities for generic input tasks, such inputting text and pointer based interaction. In particular, input systems that can be used within a wearable computing system are examined in terms of human-wearable computer interaction. The literature identified a lack of empirical research into the use of input devices for text input and pointing, when used as part of a wearable computing system. The research carried out within this thesis took an approach that acknowledged the movement condition of the user of a wearable system, and evaluated the wearable input devices while the participants were mobile and stationary. Each experiment was based on the user's time on task, their accuracy, and a NASA TLX assessment which provided the participant's subjective workload. The input devices assessed were 'off the shelf' systems. These were chosen as they are readily available to a wider range of users than bespoke inpu~ systems. Text based input was examined first. The text input systems evaluated were: a keyboard,; an on-screen keyboard, a handwriting recognition system, a voice 'recognition system and a wrist- keyboard (sometimes known as a wrist-worn keyboard). It was found that the most appropriate text input system to use overall, was the handwriting recognition system, (This is forther explored in the discussion of Chapters three and seven.) The text input evaluations were followed by a series of four experiments that examined pointing devices, and assessed their appropriateness as part of a wearable computing system. The devices were; an off-table mouse, a speech recognition system, a stylus and a track-pad. These were assessed in relation to the following generic pointing tasks: target acquisition, dragging and dropping, and trajectory-based interaction. Overall the stylus was found to be the most appropriate input device for use with a wearable system, when used as a pointing device. (This isforther covered in Chapters four to six.) By completing this series of experiments, evidence has been scientifically established that can support both a wearable computer designer and a wearable user's choice of input device. These choices can be made in regard to generic interface task activities such as: inputting text, target acquisition, dragging and dropping and trajectory-based interaction.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Sonification of exosolar planetary systems

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    The purpose of this research is to investigate sonification techniques suitable for astronomers to explore exosolar planetary data. Four studies were conducted, one with sonification specialists and three with exosolar planetary astronomers. The first study was to establish existing practices in sonification design and obtain detailed information about design processes not fully communicated in published papers. The other studies were about designing and evaluating sonifications for three different fields of exosolar astronomy. One, to sonify atmospheric data of an exoplanet in a habitable zone. Another, to sonify accretion discs located in newly developing exosolar systems. The third sonification, planet detection in an asteroid belt. User-centred design was used so that mappings of the datasets could be easily comprehensible. Each sonification was designed to sound like the natural elements that were represented in the data. Spatial separation between overlapping datasets can make hidden information more noticeable and provide additional dimensionality for sound objects. It may also give a more realistic interpretation of the data object in a real-world capacity. Multiple psychoacoustic mappings can convey data dimensionality and immediate recognition of subtle changes. Sound design aesthetics that mimic natural sounds were more relatable for the user. Sonification has been effective within the context of these studies offering new insight by unmasking previously unnoticed data particulars. It has also given the astronomers a broader understanding of the dimension of the data objects that they study and their temporal-spatial behaviours. Future work pertains to the further development and creation of a sonification model consisting of different aspects of exosolar astronomy that could be developed for a platform that houses different data related to this field of study

    The application of multiple modalities to improve home care and reminder systems

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    Existing home care technology tends to be pre-programmed systems limited to one or two interaction modalities. This can make them inaccessible to people with sensory impairments and unable to cope with a dynamic and heterogeneous environment such as the home. This thesis presents research that considers how home care technology can be improved through employing multiple visual, aural, tactile and even olfactory interaction methods. A wide range of modalities were tested to gather a better insight into their properties and merits. That information was used to design and construct Dyna-Cue, a prototype multimodal reminder system. Dyna-Cue was designed to use multiple modalities and to switch between them in real time to maintain higher levels of effectiveness and acceptability. The Dyna-Cue prototype was evaluated against other models of reminder delivery and was shown to be an effective and appropriate tool that can help people to manage their time and activities

    Improving Hybrid Brainstorming Outcomes with Scripting and Group Awareness Support

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    Previous research has shown that hybrid brainstorming, which combines individual and group methods, generates more ideas than either approach alone. However, the quality of these ideas remains similar across different methods. This study, guided by the dual-pathway to creativity model, tested two computer-supported scaffolds – scripting and group awareness support – for enhancing idea quality in hybrid brainstorming. 94 higher education students,grouped into triads, were tasked with generating ideas in three conditions. The Control condition used standard hybrid brainstorming without extra support. In the Experimental 1 condition, students received scripting support during individual brainstorming, and students in the Experimental 2 condition were provided with group awareness support during the group phase in addition. While the quantity of ideas was similar across all conditions, the Experimental 2 condition produced ideas of higher quality, and the Experimental 1 condition also showed improved idea quality in the individual phase compared to the Control condition

    A Genealogy of Consumer Surveillance: From the First Public Market to Eatons Department Store to Amazon

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    Consumer surveillance has intensified over time and across differing forms of consumption space and spatial arrangement, which in turn raises the question of what explains the historical changes in the modalities of consumer surveillance. Contemporary surveillance literatures focus primarily on the current phenomenon with little consideration of the historical processes upon which the changes in the scope and intensity of the modalities of consumer surveillance were made possible. My study employs Foucauldian genealogical methodology as a system of inquiry to map the historical transformation in the modalities of consumer surveillance, by utilizing archival records, across three different consumption spaces in key stages of retail development: the first regulatory public market in the Town of York during the pre-industrial period, Eatons department store in the industrial economy, and Amazon that coincided with the rise of information economy. Conversely, contemporary theories of surveillance generally approach the intensification question by focusing on the surveillance-space axis or surveillance-consumption axis, and the spatiality of consumer surveillance is reduced to Foucauldian disciplinary panopticon. Utilizing Foucaults theories of power and governmentality and his intriguing account of the role of space in the exercise of power, my genealogical project examines the intersection of surveillance-space-consumption to understand the intensification of consumer surveillance over time across the three spaces under study. In my genealogical project, I identify five key moments pertaining to differing modalities of consumer surveillance: marketization of space, standardization of consuming bodies, statistification of consumers, virtualization of consumption, and AI inhabitation in consumer spaces. My genealogical project demonstrates that spatiality and spatialization are a recurring issue in differing modalities of consumer surveillance over time. Yet, the spatial techniques have changed and become more complex to augment the scope and intensity of monitoring and gaining of new knowledge about consumers and consumption, as part of long-standing efforts to manage the unpredictable dynamics of consumer behaviour by attaining control over all aspects of consumers life
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