10 research outputs found

    Training high performance skills using above real-time training

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    The Above Real-Time Training (ARTT) concept is a unique approach to training high performance skills. ARTT refers to a training paradigm that places the operator in a simulated environment that functions at faster than normal time. Such a training paradigm represents a departure from the intuitive, but not often supported, feeling that the best practice is determined by the training environment with the highest fidelity. This approach is hypothesized to provide greater 'transfer value' per simulation trial, by incorporating training techniques and instructional features into the simulator. These techniques allow individuals to acquire these critical skills faster and with greater retention. ARTT also allows an individual trained in 'fast time' to operate at what appears to be a more confident state, when the same task is performed in a real-time environment. Two related experiments are discussed. The findings appear to be consistent with previous findings that show positive effects of task variation during training. Moreover, ARTT has merit in improving or maintaining transfer with sharp reductions in training time. There are indications that the effectiveness of ARTT varies as a function of task content and possibly task difficulty. Other implications for ARTT are discussed along with future research directions

    The effects of Above Real-Time Training (ARTT) in an F-16 simulator

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    In this application of above real-time training (ARTT), 24 mission-capable F-16 pilots performed three tasks on a part-task F-16A flight simulator under varying levels of time compression (i.e., 1.0x, 1.5x, 2.0x, and random). All subjects were then tested in a real-time (1.0x) environment. The three tasks under study were an emergency procedure (EP) task, a one versus two air combat maneuvering (ACM) task, and a stern conversion or air intercept task. All ARTT pilots performed the EP task with 28 percent greater accuracy and were better at dealing with a simultaneous MIG threat, reflected by a six-fold increase in the number of MIG kills compared to a real-time control group. In the stern conversion task, there were no statistical differences between groups. In the ACM task, those pilots trained in the mixed time accelerations were faster to acquire lock and were faster to kill both MIG threats than the other groups. These findings are generally consistent with previous findings that show positive effects of task variations (including time variations) during training. Also discussed are related research findings that support the benefits of ARTT and ARTT's impact on emergency procedure training. Further, a synthesis of multidiscipline research outlining the underlying theoretical basis for ARTT is presented. A proposed model of ARTT based on an analogy to Einstein's theory of special relativity is suggested. Conclusions and an outline of future research directions are presented. Successful current commercialization efforts are related as well as future efforts

    Teaching high-performance skills using above-real-time training

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    The above real-time training (ARTT) concept is an approach to teaching high-performance skills. ARTT refers to a training paradigm that places the operator in a simulated environment that functions at faster than normal time. It represents a departure from the intuitive, but not often supported, feeling that the best practice is determined by the training environment with the highest fidelity. This approach is hypothesized to provide greater 'transfer value' per simulation trial, by incorporating training techniques and instructional features into the simulator. Two related experiments are discussed. In the first, 25 naive male subjects performed three tank gunnery tasks on a simulator under varying levels of time acceleration (i.e., 1.0x, 1.6x, 2.0x, sequential, and mixed). They were then transferred to a standard (1.0x) condition for testing. Every accelerated condition or combination of conditions produced better training and transfer than the standard condition. Most effective was the presentation of trials at 1.0x, 1.6x, and 2.0x in a random order during training. Overall, the best ARTT group scored about 50 percent higher and trained in 25 percent less time compared to the real-time control group. In the second experiment, 24 mission-capable F-16 pilots performed three tasks on a part-task F-16A flight simulator under varying levels of time compression (i.e., 1.0x, 1.5x, 2.0x, and random). All subjects were then tested in a real-time environment. The emergency procedure (EP) task results showed increased accuracy for the ARTT groups. In testing (transfer), the ARTT groups not only performed the EP more accurately, but dealt with a simultaneous enemy significantly better than a real-time control group. Although the findings on an air combat maneuvering task and stern conversion task were mixed, most measures indicated that the ARTT groups performed better and faster than a real-time control group. Other implications for ARTT are discussed along with future research directions

    Above-Real-Time Training And The Hyper-Time Algorithm

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    This article shows how human-computer interfaces alters time through Above-Real-Time Training (ARTT) and the Hyper-Time Algorithm (HTA) ARTT improves human performance, increases retention, increases training device effectiveness, and decreases stress while HTA empowers the computer user to dynamically control the rate of information presentation making it possible for the user to alter the flow of \u27simulated time\u27 for his benefit. ARTT research has demonstrated that humans are time adaptable, and therefore capable of sustained performance and learning at much higher levels than conventionally accepted

    Enhancing The Fidelity Of Virtual Environments Through The Manipulation Of Virtual Time

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    This paper investigates the benefits of manipulating simulated time in virtual environments. Above real time training in virtual environments was tested by having subjects perform a simple tracking and targeting task under two levels of time compression in a virtual environment (real-time or l.Ox and 1.7x). Results indicated that within both subject groups (l.Ox and 1.7x), there were no significant differences detected between the perceived temporal and mental demands of the testing and training phases. This indicates that the VT group did not perceive the change in temporal demands between the training (1.7x) and the testing (l.Ox) phases. There were, however, significant differences in the perceived temporal demands between subject groups. The VT group perceived less temporal demands during the testing (l.Ox) phase than the control group. This perceived reduction could be potentially beneficial for time-critical tasks, where training to ready responses is essential for effective task performance. In addition, training under the accelerated time condition did not lead to any negative transfer of training. © 1995 Elsevier B.V. All rights reserved

    Poor Man\u27S Virtual Reality

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    Research in virtual reality (VR) technology generally requires a significant up front investment. Unfortunately, while many organizations would like to investigate the potential VR could bring to their endeavors, this prohibitive initial investment often deters their interest. This paper presents a low-cost means of providing stereoscopic virtual scenes. The only requirements include two televisions with two cable channels broadcasting the same field-of-view with the eye point displacement set at approximately the inter-pupillary distance. Such \u27poor-man\u27s\u27 VR system are envisioned as being suitable to equip remote sites, such as distance learning centers, to receive and display virtual worlds generated by a central high-end system. Moreover, in the case of new interactive television networks, cooperative interaction between many remote nodes could be facilitated

    Re-Examining The Model Human Processor: Enhancing Human Performance Via Increased Temporal Task Demands

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    An experiment was conducted to assess the effects of above real-time training (ARTT) on the parameters of the Model Human Processor. It was suggested that the performance enhancements known to be attained via ARTT, as compared to real-time training, may be due to a speeding up of human information processing. Subjects in an ARTT group performed a scribble exercise both before and after playing a highly interactive, fast-paced video game, while subjects in control group performed the scribble exercise before and after a period of rest. Subjects were also required to process and react to information quickly. Results obtained indicate that ARTT can be used as an effective means of enhancing human performance by speeding up the subsystems of the Model Human Processor

    Re-Examining the Model Human Processor: Enhancing Human Performance via Increased Temporal Task Demands

    No full text
    An experiment was conducted to assess the effects of above real-time training (ARTT) on the parameters of the Model Human Processor. It was suggested that the performance enhancements known to be attained via ARTT, as compared to real-time training, may be due to a speeding up of human information processing. Subjects in an ARTT group performed a scribble exercise both before and after playing a highly interactive, fast-paced video game, while subjects in control group performed the scribble exercise before and after a period of rest. Subjects were also required to process and react to information quickly. Results obtained indicate that ARTT can be used as an effective means of enhancing human performance by speeding up the subsystems of the Model Human Processor

    Effects of Above Real Time Training (ARTT) On Individual Skills and Contributions to Crew/Team Performance

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    Above Real Time Training (ARTT) is the training acquired on a real time simulator when it is modified to present events at a faster pace than normal. The experiments on training of pilots performed by NASA engineers and others have indicated that real time training (RTT) reinforced with ARTT would offer an effective training strategy for such tasks which require significant effort at time and workload management. A study was conducted to find how ARTT and RTT complement each other for training of novice pilot-navigator teams to fly on a required route. In the experiment, each of the participating pilot-navigator teams was required to conduct simulator flights on a prescribed two-legged ground track while maintaining required air speed and altitude. At any instant in a flight, the distance between the actual spatial point location of the airplane and the required spatial point was used as a measure of deviation from the required route. A smaller deviation represented better performance. Over a segment of flight or over complete flight, an average value of the deviation represented consolidated performance. The deviations were computed from the information on latitude, longitude, and altitude. In the combined ARTT and RTT program, ARTT at intermediate training intervals was beneficial in improving the real time performance of the trainees. It was observed that the team interaction between pilot and navigator resulted in maintaining high motivation and active participation throughout the training program
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