13 research outputs found

    Assessing Performance Using Kinesic Behavior Cues In A Game-Based Training Environment

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    Warfighters are trained in Behavior Cue Analysis to detect anomalies in their environment amongst several domains. This research highlights the Kinesics domain for Behavior Cue Analysis training. As efforts to transition from live, classroom-based training to distributed virtual environment training continue, investigating instructional gaming strategies that elicit improved performance and user perception becomes progressively important. Applying gaming strategies (e.g., goals, competition, feedback, etc.) to Simulation-Based Training, offers a novel approach to delivering the core curriculum for Behavior Cue Analysis. This paper examines two game-based strategies (i.e., excessive positive feedback and competition) to determine the difference in performance scores (i.e., detection and classification accuracy). The results showed no significant difference in performance; however, insight was gained on the significance of excessive positive feedback. Consequently, the paper considers the application of game-based strategies for training behavior cues, as well as discusses the limitations and alternatives for future research

    Understanding The Unique Online Challenges Faced By Teens In The Foster Care System

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    While there has been much research studying technology in family contexts, little to no research has explored the challenges and risks faced online by teens and their parents in foster care situations. To address this gap, we have begun to conduct in-depth, semi-structured interviews with foster parents of teens. Our preliminary findings suggest that teens in foster care situations face unique offline challenges (e.g., victims of sex trafficking or rape) that make them more vulnerable to online risks. In addition, foster parents struggle with managing the high-risk online behavior of their foster teens. The purpose of this paper is to present our early findings to help unpack the challenges and the problem context for online safety for at-risk adolescents in the foster care system

    Leveraging Stress And Intrinsic Motivation To Assess Scaffolding During Simulation-Based Training

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    Instructional designers in the Simulation-Based Training (SBT) com- munity are becoming increasingly interested in incorporating scaffolding strategies into the SBT pedagogical paradigm. Scaffolding models of instruction involve the adaptation of instructional delivery methods or content so that the learner may gradually acquire the knowledge or skill until mastery and independence are achieved [1, 2]. One goal for incorporating scaffolding models into SBT is to bridge the gap between trainees’ immediate knowledge and skill with their potential level of understanding when provided with scaffolded support. This gap represents an optimal level of learning often referred to as the Zone of Proximal Development (ZPD). ZPD may be maintained dynamically through the adjustment of instructional support and challenge levels [3]. Theoretically, for ZPD to be achieved, the training experience should be neither too easy nor too difficult. A challenge in implementing scaffolding in SBT and assessing its effectiveness is the lack of metrics to measure a trainee’s ZPD. Therefore, this study investigates the use of stress and intrinsic motivation metrics using the Dundee Stress State Questionnaire (DSSQ) and the Intrinsic Motivation Inventory (IMI) to assess the level of challenge elicited by selected instructional strategies in SBT for behavior cue analysis. Participants completed pre-test, training, practice, and post-test scenarios in one of three conditions including a Control and two instructional strategy conditions, Massed Exposure and Highlighting. Participants reported their stress using the DSSQ after each training and practice scenario and overall intrinsic motivation using the IMI at the end of all scenarios. Results compared stress and intrinsic motivation levels between conditions. Ultimately, the results indicate that Massed Exposure strategy may be preferable to maintain ZPD during SBT for behavior cue analysis

    Child Welfare System: Interaction of Policy, Practice and Algorithms

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    This paper focuses on understanding the collaborative work of multi-disciplinary teams in the child welfare system (CWS). CWS workers participate in meetings mediated by policies in place, current child-welfare practice, as well as algorithms that offer recommendations. We conducted 25 observations of these meetings to assess how algorithms aid decision-making in a domain where decisions often come down to the policies and practices in place. Our findings suggest that the algorithm works fairly well at recommending placement settings, however, these recommendations are often overridden because of policy or legal requirements. Moreover, re-appropriation of the placement algorithm to prescribe the rates for foster parents has led to unintended consequences. This poster identifies uses cases of the algorithm in place, scenarios where conflicts arise between the algorithm and policy/practice, as well as how these conflicts are addressed. Our work identifies a need for human-centered algorithms that can better support child welfare practice

    Assessment Of Kim’S Game Strategy For Behavior Cue Detection: Engagement, Flow, &Amp; Performance Aspects

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    Psychological constructs, such as engagement and flow, can be used to determine an individual’s involvement in a task and predict levels of performance during Simulation-Based Training (SBT) in military operations. This experiment used a virtual form of Kim’s game (an observational training game that includes memorization of objects and later recall), to improve pattern recognition and behavior cue detection, during SBT. The purpose of this experiment was to assess participant engagement and flow between two conditions, Kim’s game vs. the control. Seventy-five participants were randomly assigned to either condition, and completed a pre-test, training vignette, post-test, and multiple questionnaires which assessed the individuals’ levels of engagement and flow. Experimental results show the control group reported higher levels of both engagement and flow in all subscales, and flow as a higher predictor of performance than engagement. This paper examines plausible explanations why the engagement questionnaire did not assess differences in performance. The lack of statistically significant findings may be a result of the engagement survey questions and the type of task (i.e., discrete or continuous). Finally, this paper provides future recommendations for examining the role of engagement and flow for simulation-based behavior cue detection training

    A Process For Developing Accurate Kinesic Cues In Virtual Environments

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    Computer animations exhibit the illusion of movements or actions of virtual agents and assets within a virtual environment display. Two distinct animation categories exist: two-dimensional (2D) and three-dimensional (3D). 2D animation is typically stylized and used primarily for entertainment-based efforts such as cartoons and lowfidelity games. 3D animation is applied to a wider variety of domains (e.g., entertainment games, serious games, and training simulations). A well-designed 3D computer animation enables a realistic representation of action portraying the true context of movement, particularly human gestures (Badler, Palmer, & Bindiganavale, 1999). All humans convey intent whether purposefully or not via verbal and non-verbal cues (Bavelas, 1990; Givens, 2002). Kinesic cues convey information to an observer through body language and gestures. Emerging research in training human threat detection requires virtual agents exhibiting kinesic cues to provide visual stimuli within Simulation-Based Training (SBT) applications. Thus, guidelines and specifications for system developers are required. This paper presents a process for defining, designing, and animating kinesic cues using a commercially available software application to mimic realistic human behaviors, movements, and gestures. Through this discussion, culturally agnostic kinesic cues are presented, and relevant limitations are identified. The process described and lessons learned represent a logical progression in the formalization of developing advanced visual models for training Warfighters, law enforcement agents, and first responders to detect and classify human threats

    Behavior Cue Detection Training: Understanding The Impact Of Simulator Sickness On Performance

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    In order to survive in combat zones, an individual soldier must be proficient in the following skills: Pattern recognition and Behavior cue detection. Although, current military training requirements are inadequate for developing pattern recognition and behavior detection, research shows that Simulation-based Training, via virtual environments (VE’s) can improve pattern recognition and behavior detection skills. However, the use of VEs for visually dependent tasks may also increase simulator sickness in some individuals. This experiment compared a virtual version of Kim’s game (i.e., an observational game to increase memory and performance) to a control group to assess the role of simulator sickness on performance. Participants were randomly assigned to either the Kim’s game or control condition and completed a pre-test, training vignette, and post-test. During the experiment, participants recorded their level of simulator sickness using a questionnaire developed by Kennedy et al. (International Journal of Aviation Psychology 3:203-220, 1993 [1]). The data analysis revealed that the Kim’s game group reported higher levels of simulator sickness symptoms which had a negative effect on performance (i.e., detection accuracy and false positive detection). The results also indicated that there was a positive correlation in the control group between disorientation and detection accuracy. This implies that the control group may have become familiar with the experimental task, suggesting that simulator sickness did not negatively impact their performance. The following paper discusses the influence of simulator sickness on performance and offers new ways to reduce simulator sickness for behavior cue detection training

    Examining Parents\u27 Technical Mediation Of Teens\u27 Mobile Devices

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    Parental control software has been one approach for promoting adolescent online safety, but there is still some ambiguity in the adoption patterns and perceptions of technical mediation for teens\u27 mobile devices. We have collected empirical data from a paired sample of 215 parents and teens. We found that overall usage of technical mediation for mobile devices is low and that parents\u27 and teens\u27 perceptions about the frequency of use are not significantly different. We discuss the implications of our findings and opportunities of future research

    Exploring The Impact Of Simulator Sickness On The Virtual World Experience

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    This research initiative seeks to understand training effectiveness for Virtual World (VW) technologies. The advancement of VW training platforms in both academia and industry demonstrates the need to investigate the effects of simulator sickness (SS) on the VW experience. This paper uses the Military Open Simulator Enterprise Strategy (MOSES) VW platform to train 32 Reserve Officers’ Training Corps Cadets from the University of Central Florida on a room clearing task. A between-subjects design was conducted with an emphasis on the VW training condition. The data collected included both individual and collective performance as well as perceptual data (SS, Presence, Flow, and Engagement). Data analysis comprised of a series of Pearson product correlation coefficient for understanding the relationship between SS and Presence, Flow, and Engagement in addition to explaining performance outcomes. The results found moderate to strong, negative correlations between SS and Presence, SS and Flow, and SS and Engagement. The results reveal that SS interrupts presence during the VW training which can lead to negative training transfer. Alternatively, the increase in presence, flow, and engagement associated with a decrease in SS may be linked to motivation which is essential to effective training. Finally, this paper discusses limitations related to VW research (e.g., internal and external validity, expertise level, etc.) but also provides a basic foundation from which SS research may enhance VW training

    Investigation Of Multimodal Mobile Applications For Improving Mental Health

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    The National Alliance on Mental Illness reports that one in four adults experience mental health issues in a given year. Stigmas surrounding mental health issues often leave those afflicted reluctance to seek treatment. Those individuals that do decide to pursue treatment are often denied because of cost and lack of health care coverage or simply do not know where to find it. Assisted technologies can bridge these gaps, providing not only information on how to manage symptoms, but viable treatment options (e.g., adaptive management plans and training, physiological sensing, and alerts for physical symptom onset). The pairing of wearable technology, smart applications, and blended learning techniques can teach patients and caregivers the skills needed for lifetime management. The present theoretical paper provides a literature review of current technology platforms that can be utilized by the mental health domain and explores viable mental health technology options for the next five years
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