45 research outputs found

    Communication Modality And After Action Review Performance In A Distributed Immersive Virtual Environment

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    Technological innovations in data transfer and communication have given rise to the virtual team where geographically separate individuals interact via one or more technologies to combine efforts on a collective activity. In military, business, and spaceflight settings, virtual teams are increasingly used in training and operational activities; however there are important differences between these virtual collaborations and more traditional face-to-face (FTF) interactions. One concern is the absence of FTF contact may alter team communication and cooperation and subsequently affect overall team performance. The present research examined this issue with a specific focus on how communication modality influences team learning and performance gains. Evidence from a recent study on virtual team performance (Singer, Grant, Commarford, Kring, and Zavod, 2001) indicated local teams, with both members in same physical location in Orlando, Florida which allowed for FTF contact before and after a series of virtual environment (VE) missions, performed significantly better than distributed teams, with team members in separate physical locations in Orlando and Toronto, Canada and no FTF contact. For the first mission, local and distributed teams exhibited no significant difference in performance as measured by the number of rooms properly cleared in the building search exercises. In contrast, for the second mission, occurring after each team had completed the opportunity to discuss mission performance and make plans for future missions, local teams performed significantly better than distributed teams; a pattern that continued for the remaining six missions. Given that the primary difference between local and distributed teams was how they communicated outside of the VE during after action reviews (AARs), and that the localiii distributed difference was first detected on the second mission, after teams had completed one, 10-min discussion of mission performance, a tenable conclusion is that certain team characteristics and skills necessary for performance were communication-dependent and negatively affected by the absence of FTF communication. Although Singer et al. (2001) collected multiple dependent variables related to performance and communication activities, these measures were not designed to detect communication-dependent team factors and therefore incapable of supporting such an explanation. Therefore, the present research replicated Singer et al. (2001) and incorporated additional measures in order to determine if specific communication-dependent factors could explain the inferior performance of distributed teams. Three factors critical to team communication, particularly during the AAR process, are the similarity of team members. shared mental models (SMMs), team cohesion (task and interpersonal), and team trust (cognitive and emotional). Because evidence suggests FTF communication has a positive effect on processes related to each of these factors, the current study tested whether distributed teams exhibit less similar mental models and degraded cohesion and trust in comparison to local teams, which can affect performance. Furthermore, to test the prediction that distributed teams possess degraded communication and would benefit from improved communication skills, brief team communication training (TCT) was administered to half of the teams in each location condition. Thirty two, 2-person teams comprised of undergraduate students were equally distributed into four experimental conditions (n = 8) based on the independent variables of location (local vs. distributed) and training (TCT vs. no-TCT). Teams completed five missions using the same VE system and mission tasks as in Singer et al. (2001), however in the present study distributed team members were in separate rooms in the same building, not separate geographic locations. In iv addition to performance data, participants completed a series of questionnaires to assess SMMs, cohesion, and trust. It was hypothesized that local teams would again exhibit better performance than distributed teams and that the local team advantage could partly be explained by a greater similarity in mental models and higher levels of cohesion and trust. Moreover, TCT teams in both locations were expected to exhibit improved performance over their non-trained counterparts. Analyses of the three team factors revealed the largest location and communication training differences for levels of cognitive trust, with local teams reporting higher levels than distributed teams early after the second VE mission, and TCT teams reporting higher levels than no-TCT teams after the second and fifth VE missions. In contrast, the main effects of location and communication training were only significant for one SMM measure agreement between team members on the strengths of the team\u27s leader during the AAR sessions. Local teams and TCT teams reported higher levels of agreement after the first VE mission than their distributed v and no-TCT counterparts. Furthermore, on the first administration of the questionnaire, TCT teams reported higher levels of agreement than non-TCT teams on the main goals of the VE missions. Overall, teams in all conditions exhibited moderate to substantial levels of agreement for procedural and personnel responsibility factors, but poor levels of agreement for mental models related to interpersonal interactions. Finally, no significant differences were detected for teams in each experimental condition on levels of task or interpersonal cohesion which suggests cohesion may not mature enough over the course of several hours to be observable. In summary, the first goal of the present study was to replicate Singer et al..s (2001) findings which showed two-person teams conducting VE missions performed better after the first mission if allowed face-to-face (FTF) contact during discussions of the team\u27s performance. Local and distributed teams in the current study did show a similar pattern of performance, completing a greater total of rooms properly, although when evaluating mission-by-mission performance, this difference was only significant for missions 3 and 4. Even though distributed team members experienced the same experimental conditions as in Singer et al. (no pre-mission contact, no FTF contact during missions or AARs) and were told their partner was at .distant location, familiarity with a teammate\u27s dialect and other environmental cues may have differentially affected perceptions of physical and psychological distance, or social presence, which ultimately altered the distributed team relationship from before. The second goal was to determine if brief TCT could reduce or eliminate the distributed team disadvantage witnessed in Singer et al. (2001). Results did not support this prediction and revealed no significant differences between TCT and no-TCT teams with regard to number of rooms searched over the five missions. Although purposefully limited to 1 hr, the brevity of the TCT procedure (1 hr), and its broad focus, may have considerably reduced any potential benefits of learning how to communicate more effectively with a teammate. In addition, the additional training beyond the already challenging requirements of learning the VE mission tasks may have increased the cognitive load of participants during the mission phase, leading to a detriment in performance due to divided attention. Despite several notable differences from Singer et al. (2001), the present study supports that distributed teams operating in a common virtual setting experience performance deficits when compared to their physically co-located counterparts. Although this difference was not attributed to agreement on SMMs or levels of cohesion, local teams did posses higher levels of cognitive trust early on in the experimental session which may partly explain their superior performance. However additional research that manipulates cognitive trust as an independent variable is needed before implying a cause-and-effect relationship. Ultimately, this study\u27s most significant contribution is identifying a new set of questions to understand virtual team performance. In addition to a deeper examination of cognitive trust, future research should address how features of the distributed team experience affect perceptions of the physical and psychological distance, or social presence, between team members. It is also critical to understand how broadening the communication channel for distributed teams, such as the inclusion of video images or access to biographical information about one\u27s distant teammate, facilitates performance in a variety of virtual team contexts

    Studying Human Relatedness through a Shared Gaming Experience

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    The importance of relatedness in collocated multiplayer video games should not be underestimated. Interpersonal relationships which develop from social interactions that occur during gameplay contribute to player motivation and meaningful and memorable experiences for the players. In this study we examined how interpersonal touch within a gameplay experience impacted player motivation and inter-player impressions. Dyads played one of two iPad-based games in three different conditions, one of which required physical contact between the players. Results indicated those in the touch-based conditions scored higher on several measures of intrinsic motivation and impressions of their teammate

    Human Factors for Small Net Habitable Volume: The Case for a Close-Quarter Space Habitat Analog

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    Increasing efforts in sending humans to Mars calls for greater considerations of the ways in which vehicle and habitat design can influence crew performance and behavioral health

    Dynamic and Adaptive Training for Enhanced Aviation Knowledge Transfer and Retention

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    The world of aviation is rapidly evolving through increased automation on the flight deck, new air traffic control tools and procedures, and expanded applications of Unmanned Aircraft Systems (UAS). These enhancements may increase training requirements on operational personnel and potentially introduce the opportunity for the degradation of knowledge, skills, and abilities (KSAs) that are not routinely applied. The resources required for simulator-based training results in using computer-based training (CBT) for many infrequently used KSAs. Field studies and academic literature consistently show that users find this training boring, easily forgettable, and are perceived as “check the box” training. Furthermore, most CBT is standardized and does not adjust to the trainee’s learning preferences or existing familiarity with the content. In this presentation, we describe a new approach to training delivery. Our Dynamic Adaptive Training & Evaluation System (DATES) approach is designed to increase engagement, long-term retention, and decrease training time by adjusting to trainees’ learning preferences and proficiency levels. DATES presents training material in different formats and orders based on trainee performance on embedded assessments and real-time analysis of user engagement. The system starts by administering a pre-test on the topic and then presents a random order of short, individual modules in visual (video-based), verbal (text-based), or scenario-based formats. Based on response time on embedded assessments, question response accuracy, and proprietary user-engagement metrics, the system’s algorithm will present tailored training styles and modalities to maximize impact for individual trainees. We will discuss the key considerations and implementation recommendations

    A Human-Systems Approach to Proactively Managing Risk through Training in an Evolving Aviation Industry

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    The Aviation industry is rapidly evolving through increased automation on the flight deck, new air traffic control tools and procedures, and expanded applications of Unmanned Aircraft Systems (UAS). The majority of these enhancements will rely on human operators (pilots, air traffic controllers, dispatchers, etc.) in order to be safely integrated into the National Airspace System. The staggered development cycle of these technological changes, coupled with independent development teams and relatively limited operational testing opportunities, can create significant challenges. These technological enhancements must be met with similarly rapid advancements in risk mitigation and training. In this presentation we describe a standardized approach to proactively identify and assess the potential human error modes and conditions for new or proposed technological or procedural changes in the context of NAS operations. The Human-Organization and Safety Technique (HOST) is designed to examine a system or tool with the goal of improving human performance during the design stages by mitigating opportunities for human error. Human error in complex systems is rarely the result of a single error but stems from the complex interactions of multiple factors and natural performance variability. Results of a HOST analysis outline critical human-human and human-system interactions and describe and prioritize potential human performance hazards associated with each interaction. The resulting models and human performance hazards provide a comprehensive roadmap for the development of new human factors-focused training programs to ensure that pilots, air traffic controllers, and maintenance personnel are prepared for the changes and have the best opportunity to avoid error and mitigate risk in the future

    Research in Support of NASA Extreme Environment Mission Operations (NEEMO) 19 Mission

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    Research in Support of NASA Extreme Environment Mission Operations (NEEMO) 19 Mission Victoria C. Barkley, Ashley Hollis-Bussey, Carolyn E. Newton, Holly Abernethy, and Jason P. Kring In September 2014, over 25 students from multiple departments at Embry-Riddle Aeronautical University (ERAU) participated in the 19th mission of NASA’s Extreme Environment Mission Operations (NEEMO) program. During the mission, astronauts from NASA, Canada, and Europe lived and worked underwater inside the Aquarius facility in the Florida Keys. As an enclosed environment, about the size of a school bus, and deployed 60 feet beneath the surface, Aquarius is an excellent analog of the isolation and confinement astronauts experience aboard the International Space Station or, one day, a vehicle destined for Mars. ERAU students were involved in 3 key projects that occurred during the NEEMO 19 mission. First, engineering students, working with the company Teledyne Oil & Gas, helped design, build, and then deploy a structure for underwater testing of electronic and power cables called the Collaborative Oceanic Reliability Analysis Lab (CORAL). Second, math students conducted tests of navigation and operational capabilities for an underwater autonomous vehicle called “Eco-Dolphin.” Third, human factors and commercial space operations students observed NEEMO mission operations and gained familiarity with communication, scheduling, and coordination during space missions. The endeavor was a successful example of cooperation between academia, industry, and government with ERAU, Teledyne, and NASA students and personnel working together on the three projects. Plans are already underway for an expanded series of projects for the NEEMO 20 mission slated for July of 2015

    Ethical Perceptions and Actions in Gaming

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    The present study explored how individuals perceive actions in gaming that contain ethical components, whether they have ever engaged in those behaviors and how judgments of ethical actions in gaming relate to participant personality. Participants completed a 16-item survey, which measured their perception of the ethics of gaming behaviors, such as buying a hack or lying to another player. Participants were also asked to indicate for each item whether or not they had ever engaged in that behavior. Results indicated that participants were able to judge the ethical level of different gaming behaviors with lying to other players and unauthorized access to servers being rated as most unethical. Furthermore, self-reports of engagement in unethical activities were fairly low. When ethical rating and action scores were correlated with personality characteristics using the Cattell 16PF1, the only correlation to reach significance showed that participants higher in rule consciousness rated the ethical gaming questions as more unethical overall than their less rule-conscious peers. Given the extent and popularity of gaming in today’s world, it is important to understand how individuals perceive the gaming culture. One aspect of this culture that merits further examination is ethical behavior in gaming

    An Analysis of Expressed Cheating Behaviors in Video Games

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    A series of 50 responses regarding reasons for cheating behavior in video games were provided by undergraduate students. These responses were sorted into a series of 13 categories by raters to investigate the most common reasons provided for cheating. An analysis of inter-rater agreement as well as frequency of category representation is provided. The most common outcomes were that players cheat to progress in a game as well as to gain advantage over others. The discussion compared this study’s results to an existing cheating taxonomy

    Eucrite Impact Melt NWA 5218 - Evidence for a Large Crater on Vesta

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    Northwest Africa (NWA) 5218 is a 76 g achondrite that is classified as a eucrite [1]. However, an initial classification [2] describes it as a "eucrite shock-melt breccia...(in which) large, partially melted cumulate basalt clasts are set in a shock melt flow...". We explore the petrology of this clast-bearing impact melt rock (Fig. 1), which could be a characteristic lithology at large impact craters on asteroid Vesta [3]. Methods: Optical microscopy, scanning electronmicroscopy, and Raman spectroscopy were used on a thin section (Fig. 1) for petrographic characterization. The impact melt composition was determined by 20 m diameter defocused-beam analyses with a Cameca SX-100 electron microprobe. The data from 97 spots were corrected for mineral density effects [4]. Constituent mineral phases were analyzed with a focusedbeam. Bidirectonal visible and near-infrared (VNIR) and biconical FT-IR reflectance spectra were measured on the surface of a sample slab on its central melt area and on an eucrite clast, and from 125-500 m and 100 m are coarse-grained with equigranular ~1 mm size plagioclase, quartz, and clinopyroxene (Fig. 1). Single crystals of chromite, ilmenite, zircon, Ca-Mg phosphate, Fe-metal, and troilite are embedded in the melt. Polymineralic clasts are mostly compositionally similar to the above mentioned larger clasts but scarce granulitic fragments are observed as well
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