HUMAN SYSTEMS INTEGRATION
MATHEMATICAL ALGORITHMS FOR TRAINING EFFECTS DETERMINATION IN CGF. 27

ESTIMATING CREW READINESS IN DISCRETE EVENT SIMULATIONS.. 28

OZ: A HUMAN-CENTERED COMPUTING COCKPIT DISPLAY.. 29

A BENEFITS ANALYSIS FOR INTEGRATING THREE DIMENSIONAL DISPLAYS IN NAVY COMBATANT INFORMATION CENTERS   30

IMPROVING CCTT DISMOUNTED INFANTRY TRAINING.. 31

SELF-EFFICACY AS A TRAINING EFFECTIVENESS ASSESSMENT METHODOLOGY AND OPTIMIZATION TOOL   32

AN INTEGRATED HUMAN MODELING PROCESS FOR THE INTERNATIONAL SPACE STATION, INTRA-VEHICULAR ACTIVITY   33

ENHANCEMENT OF THE U. S. ARMY AIRCREW COORDINATION TRAINING (ACT) PROGRAM... 34

HUMAN SYSTEM INTEGRATION (HSI) TRADE OFF PROCESSES.. 35

A THEORY-BASED MODEL OF COGNITIVE WORKLOAD AND ITS APPLICATIONS.. 36

EVALUATING OPERATOR LOADING DURING SYSTEM DESIGN.. 36

EFFECTS OF STREAMING VIDEO QUALITY OF SERVICE ON SPATIAL COMPREHENSION IN A RECONNAISSANCE TASK   37

COLLABORATIVE NAVIGATION IN REAL AND VIRTUAL ENVIRONMENTS.. 38

SIMULATING COMMAND AND CONTROL FLOW IN THE FIRE EFFECTS COORDINATION CELL.. 39

INDIVIDUAL SKILL MEASUREMENT BY MEANS OF A SIMULATED TEAMMATE IN THE CHEETAH TANK SIMULATOR   40

VOLKSSIM 2000I: UNIQUE RESEARCH TOOL FOR HUMAN
PERFORMANCE EVALUATION.. 41

CORRELATIONAL DATA THAT SUPPORT A CONSTRUCTIVE ASSESSMENT OF DRIVING SKILLS.. 42

RELATIONSHIP BETWEEN MISSION PREPARATION AND PERFORMANCE DURING COMBAT MISSION TRAINING   43

DEFINING DIGITAL PROFICIENCY MEASUREMENT TARGETS FOR U. S. ARMY UNITS.. 44

KNOWLEDGE ACQUISITION IN DISTRIBUTED MISSION TRAINING.. 45

OPTIMIZATION OF AIRCRAFT CARRIER DESIGN AND OPERATIONS.. 46

HUMAN SERGEANTS, ROBOT SOLDIERS: SOLDIER-MACHINE INTEGRATION ISSUES WITH SEMI-AUTONOMOUS SYSTEMS

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

IMPROVING SOLDIER FACTORS IN HUMAN PERFORMANCE MODELS

 

Rick Archer, Brett Walters, and Alia Oster

Micro Analysis & Design, Inc

Boulder, Colorado

 

Dr. Stephen L. Goldberg

U. S. Army Research Institute

Orlando, Florida

 

This paper describes work being performed under Phase II of a Small Business Innovative Research Project (SBIR) for the Army Research Institute. A goal of this effort is to improve the realism of computer- generated force CGF entities in constructive simulations. Currently, CGF entity behavior is very predictable and unrealistic with respect to the natural variability with which humans perform given varying amounts of aptitude, training, and environmental stressors to which they would be exposed on a real battlefield.  A second goal of the SBIR effort is to develop a set of algorithms and data structures for including variables such as aptitude, training, and stressor effects that can be integrated with other types of available software packages used for developing human performance models.  The work is currently progressing on three main thrusts. One thrust is focused on developing the aptitude algorithms, learning curves, and stressor algorithms that will eventually influence the performance variables in the human performance models. Work in support of this thrust included a review of the literature on individual and team learning theories, military requirements for human performance modeling and a search of the literature for empirical data that describes the effects of training on human performance. Work toward developing the learning curves has also included the development of a data collection questionnaire for obtaining estimates from soldiers on how their training affected their proficiency in combat performance. This questionnaire was administered to platoon leaders and platoon sergeants from Armor divisions at Fort Riley, Kansas and Fort Carson Colorado. Data from the questionnaires has been analyzed and used to develop learning curves for classroom, simulator, and field training effects.  A second thrust of the project is the development of a software tool that will allow a user to enter information about the training and aptitude of a population of operators in a human performance model. This information will be used as input to the learning curves to calculate the appropriate changes to performance variables in the human performance models. In order to make the tool generalizable for any type of training or human performance model, we are designing it to be completely configurable by the user. This feature of the software tool will allow users that have data to generate their own learning curves use those learning curve algorithms to affect the performance variables in the models. A part of this effort was the development of a test bed model that we are using to test and demonstrate the functionality of the software tool in correctly modifying performance variables.  The third major thrust of the project is to develop the architecture for communicating performance variable values between the software tool and the human performance models. Included in this effort is the selection of an appropriate entity-based constructive simulation such as ModSAF, OneSAF testbed, or JointSAF to apply the tool described above. At this time, the eventual target platform is the OneSAF test bed. However, since all three of these simulations share the same code base, we have begun this work on the JointSAF software. One of the major challenges in developing the communication architecture is in identifying the performance and potential stressor variables in the simulation that can be modified.

 

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MATHEMATICAL ALGORITHMS FOR TRAINING EFFECTS DETERMINATION IN CGF

 

Alia Oster, Brett Walters, Rick Archer, Tony Edgin

Micro Analysis & Design, Inc.

Boulder, Colorado

 

 

Advanced distributed simulations (ADS) along with computer generated forces (CGFs) are used to provide troops with tactical combat training and to perform research. Current CGFs behave as perfectly trained troops, their ability to perform missions to do not vary. This is an inaccurate portrayal of human performance. If the military cannot model human factors, such as training and physiological stressors in ADS, they cannot perform trade-off analyses. For the military to be able to use ADS and CGFs to answer resource allocation and system design questions, the CGFs have to be effected to be a human performance model. Micro Analysis & Design, Inc. (MA&D) was awarded a Phase II SBIR entitled “Improving Soldier Factors in Prediction Models” by the Army Research Institute (ARI). This goal of this SBIR was to develop a model that uses training and other performance shaping factors (PSFs) to affect the abilities of CGFs. This performance effects model incorporates the benefits of different types of training, the effects of skill decay, physiological stressors and aptitude. The final model will allow users to affect a wide range of tasks. It is generalizable to both military and non-military applications. The military will be able to use it to affect the performance of CGFs in ADS. Once the model is implemented, the military will be able to conduct trade-off analyses. They will also be able to better prepare troops for combat by having them train against opponents of different skill levels.

 

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ESTIMATING CREW READINESS IN DISCRETE EVENT SIMULATIONS

 

 

Jon French

Clyde Wetteland

Shane Bowen

Tony Edgin

Micro Analysis and Design

Orlando, FL

 

An empirically based mathematical algorithm that predicts operator fatigue was developed for discrete event computer simulations tools. The algorithm estimates fatigue resulting from extended duty days and fragmented or reduced sleep. The algorithm would be useful in many human system integration problems such as predicting which crew duty schedules would produce the least fatigued operators or which crews would be most rested to complete a difficult assignment. It might also be used to degrade computer-generated forces from fatigue to more realistically estimate their effectiveness. During a Micro Saint simulation of two weeks of maritime activity, fragmented and reduced sleep produced by the contemporary US Navy watch schedules resulted in unacceptable fatigue levels over another crew duty schedule.

 

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OZ: A HUMAN-CENTERED COMPUTING COCKPIT DISPLAY

 

 

David L. Still, O. D., Ph.D.

Institute of Human and Machine Cognition

University of West Florida

Pensacola, Florida

 

Leonard A. Temme, Ph.D.

Naval Aerospace Medical Research Laboratory

United States Navy

Pensacola, Florida

 

 

Introduction: With OZ, a glance can provide the pilot with all the important flight information.  Moreover, OZ directs a pilot’s attention to flight path deviations when they occur so the pilot does not have to continually "hunt" for them as he/she does with current instruments. Conventional contemporary instrument design forces the pilot to view each instrument sequentially in order to gather information, then remember, interpret, and integrate it with the information from other instruments. This process, the ‘instrument scan,’ is a huge workload for the pilot engaged in instrument flight.  OZ’s goal is to simplify these tasks. Methods: OZ design capitalizes on what the human eye and brain were designed to see best, quickest, and easiest so that the pilot is no longer forced to use a sequential instrument scan to gather information. Furthermore, OZ’s manner of illustrating flight information directly shows the data, interactions, and aircraft capabilities, rather than requiring the pilot to recall flight models and key values to calculate performance.  In this way, OZ reduces mental workloads.  To evaluate OZ empirically, it was interfaced with a commercially available Cessna 172 simulator so flight performance with OZ and the Cessna’s conventional instrumentation was compared in controlled laboratory studies.  Results: OZ is described and flight performance data presented.  In a simple flight task, subjects learned the flight task faster and performed better with OZ than with conventional instruments and as the flight task became more challenging, performance deteriorated significantly with the conventional display but remained unaffected with OZ. When an auxiliary task was added to the simple flight task, OZ enabled the pilot to perform both tasks simultaneously, a feat not possible with the conventional display.  Discussion: OZ symbology provides an operationally important increase in information transfer rate and ease of understanding. These reduce workload requirements and improve flight performance.

 

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A BENEFITS ANALYSIS FOR INTEGRATING

THREE DIMENSIONAL DISPLAYS IN NAVY COMBATANT INFORMATION CENTERS

 

 

Mark F. Eddy

Instructional Science &Development, Inc.

Pensacola, Florida

 

Dr. Michael B. Cowen

SPAWAR Systems Center

San Diego, California

 

The Department of Defense is seeking to leverage advanced information technologies to improve training and job performance of personnel performing in increasingly complex working environments.  Designers of future command, control, communications, computers, and intelligence (C4I) systems are now considering using advanced graphical methods to assist the user in acquiring and maintaining the common tactical picture. The objective of this study was to determine the benefit for incorporating a 3D perspective view display and a 3D audio capability into the AN/UYQ-70(V) display system in the CIC/CDC onboard Navy Ships.

 

A review of relevant literature reveals inconsistent findings. While most studies note some benefit for 3D displays, nearly all take an either/or approach, stating that a 3D display may be better for certain integration tasks, but a 2D display is superior for absolute measures and close control. Here, we explore the benefits of a 3D display that does not replace existing tactical displays onboard Navy combatants, but is incorporated as an additional aid to provide information in an integrative and intuitive format.

 

A behavioral task analysis was conducted through the use of a Task Survey, which elicited responses on criticality, frequency, and difficulty regarding specific tactical procedures. A cognitive task analysis was conducted using the Applied Cognitive Task Analysis (ACTA) methodology developed by Klein and Associates. This method was selected because it allows cues and sources of information to be derived within the context of situation awareness. The ACTA methodology was modified to specifically incorporate situation awareness probe questions.

 

More than 50 personnel provided responses to the task survey and participated in the cognitive analysis process. Respondents identified a variety of watch standing/decision making tasks that were critical, frequent, and difficult. These tasks were then explored for areas where a 3D display and enhanced communications capability could provide benefit. Almost all of the respondents perceived a benefit to one or more warfare areas from a 3D perspective view display.  Specific beneficial 3D display elements include: terrain, air tracks, environmental, weather, and underwater data. Nearly all of the respondents perceived a significant to huge benefit for incorporating an enhanced communication system, which allowed for the monitoring of multiple internal and external nets simultaneously. Based on the results of this study, SPAWAR Systems Center has developed a prototype console, which incorporates a 3D perspective view display and virtual 3D spatial communications system.

 

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IMPROVING CCTT DISMOUNTED INFANTRY TRAINING

 

Tania Greenwood

Lockheed Martin Information Systems

Orlando, Florida

 

 

The Dismounted Infantry Manned Modules (DIMM) for Squad Leaders and Platoon Leaders are currently fielded as part of the Close Combat Tactical Trainer (CCTT) System. The purpose of the DIMM is to train small unit leaders (Platoon, Squad, and Section leaders) to use Dismounted Infantry tactics while interacting with the other Army battlefield operational units in CCTTs Synthetic Natural Environment. The DIMM is intended to train dismounted leaders without requiring the entire squad or platoon.

 

The existing CCTT DIMM is based on technology available in the early-1990s. Unlike the vehicle-manned modules in CCTT, the soldiers must be extensively trained on the 'trainer unique' aspects of the DIMM for them to perform their functions on the battlefield. For example, a joystick, mouse and menus are used to move about the battlefield, change field-of-view, fire a weapon, and give commands to the other soldiers. The current DIMM runs on an AIX processor and provides a 180 x 27 degree field-of-view on five 20-inch monitors. This solution does not provide a man machine interface reflective of the field environment of a soldier, but the functionality does allow the leader to control his computer-generated squad or platoon without the use of a Semi-automated Forces (SAF) operator. A logical question is whether the interface can be modified to provide a soldier-friendly environment, with greater immersion, allowing the leader to concentrate on tactics instead of trainer-unique requirements.

 

A prototype DIMM system has been developed to both reduce the amount of trainer-unique training required to use the system and to allow the leaders to function more closely to the way they do on the battlefield. This paper documents a prototype effort to drastically change the DIMM interface and compares the prototype to the existing solution. The prototype allows a Squad Leader to give voice commands to the soldiers (computer generated) in his squad and to hear voice responses. Once the Voice technology replaces the tedious mouse/menu commands as the soldiers’means of giving tactical orders, the soldier is free to stand up and hold a weapon as he does in the field. In the prototype, the Squad Leader stands up holding his weapon, looking at an 8’ x 6’ image with a 60 x 45 degree field-of-view. The leader wears a Helmet Mounted Display displaying a digital map to be used for planning and navigational purposes. The intent of this effort is to provide better training for soldiers in the Dismounted Infantry role by providing an environment where tasks are similar to the same tasks in the field with minimal trainer-unique knowledge required.

 

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SELF-EFFICACY AS A TRAINING EFFECTIVENESS ASSESSMENT METHODOLOGY AND OPTIMIZATION TOOL

 

Walter D. Scott, Ph. D.

University of Wyoming

Laramie, Wyoming

 

LT Jim Patrey, USN, Ph. D.

United States Air Force Academy

 

John Burns, Ph. D.

Sonalysts, Inc.

Orlando, Florida

 

Jessica Helmick

Naval Air Warfare Center, Training Systems Division

Orlando, Florida

 

 

One of the best predictors of performance on a particular task is an individual’s perception of skill on the task. This perception, called self-efficacy, has been demonstrated to impact performance on a broad range of physical and cognitive tasks via changes in motivation, persistence, and affect. The first systematized implementation of a self-efficacy assessment for a military application was performed for an immersive virtual environment replication of the shiphandling task Underway Replenishment (UNREP). Surface Warfare Officers’ (SWO) self-efficacy was assessed via self-report. Self-report items were derived from a cognitive task analysis, observation of experts’ performance, and subject matter expert interviews. A final set of self-efficacy assessment items was validated after pilot testing.

 

The resulting self-efficacy measure for the UNREP was then administered both before and after participation in two trials of a virtual environment UNREP scenario. Participants were moderately skilled UNREP officers.  Analyses revealed that participants reported higher self-efficacy for performing the actual at sea UNREP after participating in the UNREP virtual environment training task. The final version of the UNREP Self-Efficacy Scale (URSE) demonstrated excellent reliability with a Chronbach’s alpha of .97. Perceptual-motor and cognitive skills have been extensively researched, but self-efficacy appraisals have been overlooked despite the significant impact they have on task performance. Further research in this area is warranted to optimize training interventions, create trainees with resilient personal efficacy for other training domains, and to aid in the development of realistic human cognitive models.

 

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An Integrated Human Modeling Process for the International Space Station, Intra-Vehicular Activity

 

Terri B. Graham, Janis Hebermehl

The Boeing Company

 

Defining a process for integrating human modeling within the design and verification activities of the International Space Station (ISS) has proven to be as important as the simulations themselves. The process developed (1) ensured configuration management of the required digital mockups, (2) provided consistent methodology for simulating and analyzing human tasks and hardware layout, (3) facilitated an efficient method of communicating design requirements and relaying satisfaction of contract requirements, and (4) provided substantial cost savings by reducing the amount of late redesign and expensive mockup tests.

 

Human simulation is frequently the last step in the design process. Consequently, the influence it has on product design is minimal and oftentimes being used as a post-design verification tool. This paper presents an integrated human modeling simulation process that demonstrates the use of the Boeing Human Modeling System (BHMS) as a design and training tool for the International Space Station.

 

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ENHANCEMENT OF THE U. S. ARMY AIRCREW COORDINATION TRAINING (ACT) PROGRAM

 

Neal Crossland, Training and Performance Support Systems

Gary Grubb, Center for Team Performance

Dynamics Research Corporation

Andover, Massachusetts

 

The Aircrew Coordination Training Enhancement (ACTE) program is a continuation of the US Army Research Institute’s (ARI) effort to promote applied research and development of the existing Army Aircrew Coordination Training (ACT) program. Following implementation of the initial Army ACT program in the mid-90’s, field commanders and aircrews alike acknowledged the benefit of the mandatory, one-time training that was received by all aviators within the US Army aviation community. However, program funding did not provide a mechanism to effectively sustain high levels of aircrew coordination training.  Additionally, experience and skill levels have decreased significantly because of diminished defense spending and concomitant reductions in personnel strength levels. The combination of these factors may have contributed directly to a reversal in Army aviation accident rates that had been declining since ACT implementation. The goal of the current ACT enhancement effort is to provide a capability for a web-delivery, interactive aircrew coordination training system that will provide Army aircrews worldwide with the knowledge, skill sets, and attitudes that will increase their safety of flight and mission effectiveness in daily operations.

 

This paper describes the ongoing training system research and development effort under the guidance of the US Army Research Institute. The research plan consists of three major phases –upgrade and sustain the existing ACT program, refresh and maintain the upgraded ACT program, and deploy advanced ACT applications. Central to the upgrade and sustainment phase is the process of designing and developing a prototype interactive computer-based instructional package that will be exported and evaluated for instructor-mediated training events. The instructional design employs state-of-the-art technology provided by programming software such as Macromedia Flash and Dreamweaver Ultra-Dev. The instructional approach includes refresher modules prerequisite to scenario-based case study modules that serve as the basis for facilitated discussions or “hangar talk ”designed to instill and enhance effective crew coordination skills among aircrew members. An important part of the case study modules is the on-line evaluation of presented mishap scenarios in the form of a feedback histogram. The ability of facilitators and students to see performance variations in scenario situations serves as a trigger for discussion and internalization of optimal team coordination behaviors. The long-term goal is to provide ACT for consumption as a mission and aircraft specific training and performance evaluation system for use by unit instructors and individual aircrew members.

 

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HUMAN SYSTEM INTEGRATION (HSI) TRADE OFF PROCESSES

 

Iain S. MacLeod and Carole D B Deighton PhD

Aerosystems International, Inc.

Orlando, Florida

 

 

The Human System Integration (HIS) process includes a consideration of Human Factors Engineering, Manpower, Personnel, Training, System Safety, Health Hazards and Personnel survivability. A lack of consideration of any one of these elements presents some risk to the fitness-for-purpose of the final system. In practice a project plan which includes a detailed consideration of each HSI element presents an unacceptable project overhead with respect to time, quality and cost. A process for understanding those HSI elements which present the greatest risk to system effectiveness needs to be determined. Activities within the Project Management Plan (PMP), or Systems Engineering Management Plan (SEMP), are then shaped to address those HSI elements, which present the greatest risk to system effectiveness at a given stage in the system life cycle. Unfortunately, trade off processes and the associated trade off rules are not provided by the US HSI initiative or indeed by the UK equivalent Human Factors Integration Programme.

 

This paper attempts to address this gap by outlining a trade off process, based on the established repertory grid technique. It is argued that stakeholders can use such processes, as can the appointed project team, to maximise project resources, achieve system requirements and ultimately achieve fitness for purpose. Moreover, such processes provide a justification to non-specialists for considering elements defined by the HSI process. The proposed trade off process can form an important part of an HSI Assistant such as that is being developed by AeI to promote expertise in the engineering of Human-Systems. The objectives of the HSI Assistant, its content and its structure are outlined briefly.

 

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A THEORY-BASED MODEL OF COGNITIVE WORKLOAD AND ITS APPLICATIONS

 

Christian Lebiere, Human-Computer Interaction Institute

Carnegie Mellon University

Pittsburgh, Pennsylvania

 

 

We present a model of cognitive workload based on the ACT-R (Adaptive Character of Thought – Rational) cognitive architecture. That model has been validated in a synthetic air traffic control task according to a wide range of behavioral measures. Its cognitive workload predictions are sensitive to level of task embedding, interaction speed, level of interface decision support and individual differences. We sketch possible extensions of the model that support multiple workload dimensions and instantaneous workload ratings. We also discuss possible applications of this kind of fine-grained computational models to system design, operator training and selection and dynamic load balancing.

 

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EVALUATING OPERATOR LOADING DURING SYSTEM DESIGN

 

David Dahn

Micro Analysis & Design Inc.

Boulder Colorado

 

Keith Hendy, Brad Cain

Defence and Civil Institute of Environmental Medicine

Toronto Canada

 

The Canadian Defence and Civil Institute of Environmental Medicine (DCIEM), Systems Modelling Group sponsored the development of a new human performance modeling approach based on an Information Processing and Perceptual Control Theory model. The approach combines Hierarchical Goal Analysis with simulation to predict a human “operator loading, performance and error production” versus the classic analytic approach of predicting performance under simulated “task loading”. This paper will describe the implementation of the theoretical approach within a task network simulator called the Integrated Performance Modelling Environment (IPME) and discusses its intended use and benefits.

 

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EFFECTS OF STREAMING VIDEO QUALITY OF SERVICE ON SPATIAL COMPREHENSION IN A RECONNAISSANCE TASK

 

Rudolph P. Darken, MAJ Kurt Kempster, & Barry Peterson

MOVES Institute, Naval Postgraduate School

Monterey, CA

 

 

It has been proposed that if we could configure individual personnel with micro-video cameras and wireless communications such that they could transmit a video stream of what they were seeing to a remote observer, this would be an enormous improvement in reconnaissance and battlefield command and control. We looked ahead, based on current video and wireless communications technologies and trends to what we can expect to have available in terms of streaming video quality of service (QOS) and we used those predictions to conduct an experiment to determine if this assertion of improvement is true. Participants viewed a digital video with a data rate associated with a given transmission technology. They were asked to maintain their orientation by tracking the position of the camera on a paper floor plan diagram. They were also asked to identify a number of objects and place them in the correct room on the floor plan. The results show that participants found all conditions except the live walkthrough control condition to be extremely difficult with poor performance on both the spatial orientation task and the object identification task. Bandwidth does affect error as increased data rate improves performance. Rapid head rotations seem to be the largest contributor to disorientation, especially with low data rate video. Our results suggest that simply supplying video feedback to a remote observer may be useless at best or possibly damaging at worst. What is needed is not necessarily more bandwidth, but better interfaces and tools to help observers to remain oriented such that they can extract what is needed from the video stream.

 

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COLLABORATIVE NAVIGATION IN REAL AND VIRTUAL ENVIRONMENTS

 

Barry Peterson, James Boswell and Rudolph P. Darken

MOVES Academic Group,

Naval Postgraduate School

Monterey, California

 

 

Our study of collaborative land navigation in the real-world provides input for our design of the human computer interface of a virtual learning environment. Study findings reinforce the applicability of the Recognition-Primed Decision-Making model to the land navigation domain. Also, study of the interpersonal communication between team members informs our understanding of the relationship between tutor and student. Finally, we found that knowledge elicitation based upon narrative form generates valuable descriptive knowledge quite naturally and that team members exchanged information through the storytelling medium.

 

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SIMULATING COMMAND AND CONTROL FLOW IN THE FIRE EFFECTS COORDINATION CELL

 

Thaddeus M. Wojcik

Scott M. Dittman

Micro Analysis and Design Inc.

Boulder, Colorado

Josephine Q. Wojciechowski

US Army Research Laboratory

ATTN: AMSRL-HR-M

Aberdeen Proving Ground Maryland

 

As part of the Army’s Science and Technology Objective (STO) – Cognitive Engineering of the Digital Battlefield a human performance simulation model of the Fire Effects Coordination Cell (FECC) was developed. This model is being used to assess the impact of personnel, training, material, and organizational factors on operator efficiency and effectiveness.  Among the performance measures under scrutiny are operator utilization, the number of tasks performed by the operators, the quality of decisions made by the operators, and the effects of having a central decision maker involved in the process of target detection to delivery of effects (either lethal or non-lethal) within the task flow. In order to obtain decision data from the model, an information-driven decision making scheme was developed to assess the interaction of operator training, experience, and fatigue variables as well as the quality of available information on the decision making process. This paper will describe the human performance model, with emphasis on the unique aspect of the embedded decision making model. The paper will also present results of a preliminary study when this model was applied to several FECC concepts.

 

The model is designed into two distinct phases. Phase 1 simulates pre-battle planning from the time an order is delivered to the start of the battle. Phase 2 of the model simulates the processes that the operators perform after the beginning of the battle and continues through mission assessment. The model is designed to compute and record various statistics of operator performance. The decision making scheme was implemented in the following way: each operator is responsible for a variety of information and the model keeps track of the last time that the operator updated this information. The information is defined according to the Army’s accelerated decision-making process for developing a successful plan. Five aspects of a successful plan were identified, and it was determined that these aspects contained 24 information elements. These information elements represent the data for which the operator is responsible. The information quality is a function of the last time the information element was updated and how susceptible to change the information may be. This result is then combined with the rating of the operators’ experience, training level, and level of fatigue to obtain a decision score (i.e., whether the decision was determined to be ‘good’ for the given situation or not). The decision scores are used to discover points in the process where mistakes are likely to be made and to identify when communication between operators is likely to break down. It is anticipated that this model can be used to identify system design, manning and training changes that could improve system efficiency and effectiveness.

 

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INDIVIDUAL SKILL MEASUREMENT BY MEANS OF A SIMULATED TEAMMATE IN THE CHEETAH TANK SIMULATOR

 

Anja Timmer, Eddy Boot

Netherlands Organisation for Applied Scientific Research (TNO)

TNO Human Factors (TNO-HF)

Soesterberg, The Netherlands

 

Geert Slegtenhorst,

TNO Physics and Electronics Laboratory (TNO-FEL)

The Hague, The Netherlands

 

In our research project, a simulated teammate was used to determine the effectiveness of tank simulator training for individual task aspects. This tank simulator was built to teach a crew how to use an Armoured Air Defence tank called “Cheetah”. In this tank, a team of two crewmembers carries out the necessary actions. Besides teamskills, they both need a basic amount of individual skills to work effectively as a team.  To obtain those skills, students are trained in different team combinations each lesson. During the normal training program, students’ individual skills are evaluated by looking at the team results. Our project aimed at measuring the individual skills of a crewmember separate from the team results. We considered two options to measure the skills individually; the first option used speech recognition and the second a computer-simulated teammate to work together with a student during the test in the simulator. After testing, we selected the second option in order to obtain objective individual results on skill acquisition. A number of trials with the selected option showed that the students reacted positively to the new test and that the objectivity of the test was considerably improved. Individual differences became clear and the need for extra training could be determined more precisely. Further research issues are discussed in the paper.

 

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VolksSim 2000I: UNIQUE RESEARCH TOOL FOR HUMAN PERFORMANCE EVALUATION

 

George R. James

George J. Valentino

Systran Federal Corporation

Dayton, OH

 

Robert  O’Donnell, Ph. D.

NTI Incorporated

Dayton, OH

 

Nabih Alem, Ph. D.

U. S. Army Aeromedical

Research Laboratory

Fort Rucker, AL

 

Using an assortment of commercial off the shelf (COTS) products, an open and flexible architecture, some government furnished equipment (GFE) seats and controls, and easy to work Sintra . iii expanded PVC structural panels, our team developed a pair of simulators to support the human performance mission conducted by the U. S. Army Aeromedical Research Laboratory at Fort Rucker, AL. These simulators include both helicopter and ground vehicle cockpits, interfaced to a common simulation computing, image generation, and data collection “platform. ”

 

While not unlike many of the simulators seen at this and past I/ITSECs, we also faced two additional challenges in this development: (1) each simulator cockpit would be mounted upon a four-foot diameter 3-degree of freedom (DOF) shake table, thus being subjected to a wide vibration spectra for many hours at a time, and (2) a broad array, yet not completely defined set of future experiments meant that a robust toolset would be needed to meet the needs of future researchers.

 

We employed a multifunctional team composed of human performance measurement experts (NTI, Inc.), product designers (Simpkins Design Group, Inc.), and system architects and integrators (Systran Federal Corp.). A series of in-process reviews was used to bring all members of the team together, in order to list, prioritize, review, and fix the evolving requirements for the simulation.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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CORRELATIONAL DATA THAT SUPPORT A CONSTRUCTIVE ASSESSMENT OF DRIVING SKILLS

 

Kenneth C. Mills

Profile Associates

Chapel Hill, North Carolina

 

Robert C. Hubal

Research Triangle Institute

Research Triangle Park, North Carolina

 

We describe how a constructive PC-based driver assessment part-task trainer (PTT) can be integrated into driver training. The PTT, developed through research with law enforcement agencies, gathers data on drivers' scanning and divided-attention skills and also measures the tendency toward tunnel vision under stress. The user sits in front of a computer monitor and interacts with the system through a force-feedback steering wheel and foot pedals.  A validation study tested 50 North Carolina State Highway Patrol cadets before they were evaluated on a closed circuit driving course. A composite score was derived that reflected the cadets' scanning and divided-attention skills at five levels of increasing difficulty. The track testing evaluated behavioral skills as the cadet completed a 1.5-mile circuit with 11 obstacles; the skills were decision-making (evasive actions with obstructed visual fields), accuracy of maneuvers (number of cones hit), and lap times on three consecutive laps. Consistent with previous research, the PTT scores showed a linear degradation of skills over the five difficulty levels. Cadets with higher computer scores showed fewer driving errors on the track, especially on lap 2. The evasive action exercises were the most sensitive to individual differences. A replication with 50 additional cadets found a relationship between PTT scores and track instructor ratings of driving skills. The results show that a complex and unfamiliar computerized training assessment correlates with real-world driving skills, particularly when the driver is under pressure. A survey of trainers employing the PTT suggests improvements in how the system should be integrated into driver training. Results from an evaluation of its effectiveness as an assessment tool point to methodologies for focusing costly on-track (live) training by using relatively low-cost video reality (constructive) assessment data. Implications for developing computerized and track assessments of driving skills are discussed.

 

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Relationship between Mission Preparation and Performance During Combat Mission Training

 

V. Alan Spiker

Anacapa Sciences

 

Robert T. Nullmeyer

Air Force Research Laboratory

Warfighter Training Research Division

 

Steven J. Tourville

Lockheed Martin

 

Although military doctrine assumes that thorough mission preparation is a prerequisite for mission success, empirical data are lacking. The present study investigated the relationship between mission preparation and mission performance during combat mission training of 11 MC-130P (Combat Shadow) aircrews from USAF Special Operations Forces squadrons. Two observers independently rated crew processes and mission performance based n extensive observations taken (a) during a planning period and (b) while the crews executed a simulated mission. A statistically reliable, strong relationship was noted between preparation and performance on a number f indices, with correlations ranging from .60 to .78. Notable preparation behaviors include utilizing personnel effectively, establishing a firm timeline, aggressively questioning a plan’s assumptions, and testing a plan’s logic against possible contingencies. The paper concludes with a discussion of the characteristics of effective mission preparation and implications for combat mission training.

 

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DEFINING DIGITAL PROFICIENCY MEASUREMENT TARGETS FOR U. S. ARMY UNITS

 

John S. Barnett and Larry L. Meliza

U. S. Army Research Institute for the Behavioral and Social Sciences

Orlando, Florida

 

The U. S. Army is exploiting the advantages of networked computer systems to enhance battlefield situation awareness and command and control, a program known as digitization. Digital systems, as well as the proceduresfor using these systems, are evolving and will continue to do so for many years. The goal of the current effort i to  support the evolution of digitization with measures of digital proficiency that retain their value across specific hardware and software products. The research identified high-profile problems in the performance of non-digital units likely to be addressed by the effective application of digital systems to help soldiers visualize the battlefield and increase the operating tempo (OPTEMPO) of units. Data from the U. S. Army Center for Army Lessons Learned (CALL) was analyzed to identify the more frequently occurring problems in the performance of non-digital units at the Army’s National Training Center and Joint Readiness Training Center. These data were used to identify the mechanisms where digital systems might address each problem and found that over 92% of the approximately 200 high-profile problems could be addressed by one or more of over forty mechanisms (e.g., increased situation awareness makes it possible to use events rather than time to trigger many activities). Twenty-two skills U. S. Army personnel would need to implement these mechanisms (e.g., maintain awareness of expected versus actual locations of friendly units) were identified. This approach defined four linked targets for digital proficiency measurement: the impacts on high-profile problems in unit performance, increases in battlefield visualization/OPTEMPO, employment of digital mechanisms for addressing problems, and proficiency in skills enabling digital mechanisms.

 

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KNOWLEDGE ACQUISITION IN DISTRIBUTED MISSION TRAINING

 

Roger Schvaneveldt

Arizona State University

Mesa, AZ

Richard Tucker

SRC/TACCSF

Albuquerque, NM

Anna Castillo

Air Force Research Lab

Mesa, AZ

Winston Bennett, Jr.

Air Force Research Lab

Mesa, AZ

 

At the Air Force Research Laboratory (AFRL) in Mesa, AZ, there is an ongoing program of research on training in a 4-ship F-16 Distributed Mission Training (DMT) system. Typically, a team of four pilots comes to the laboratory for a week-long training exercise. They fly together as a 4-ship team on several missions designed to provide exposure to a range of combat scenarios. The missions involve extensive briefing and debriefing sessions in addition to the time in the simulators. In order to track the effects of training, several inter-related projects are underway to assess the effectiveness of training and to compare different training methods. In the project reported here, we assessed changes in the ways pilots understand important concepts related to the training. Pilots rated the relatedness of all pairs of 21 concepts from the domain of air-to-air engagements both before and after training. Measures of the internal consistency (Coherence) of the ratings and Pathfinder networks were derived from the ratings. Data from a group of the most experienced pilots (experts) provided a point of reference for the less- experienced pilots. At the beginning of the week, Coherence was significantly correlated with previous experience in fighter aircraft suggesting that providing consistent ratings depends on having a well- developed mental model of the domain. Also, there was a significant correlation between experience level and similarity to the expert reference group at the beginning of the week supporting the general validity of the measurement methods. There was a significant negative correlation between experience level and change in similarity to experts from pre-to post training ratings. Greater changes were found for the least-experienced pilots. As a result of these changes, correlations with prior experience level were no longer statistically significant at the end of the week. Further analyses on a group of the least- experience pilots (novices) lead to similar conclusions. In particular, there was a significant difference in mean Coherence between the experts and novices at the beginning of the week but not at the end of the week. Also novices showed significant pre-to post training increases in Coherence and in similarity to experts. These measurement methods appear to provide a basis for evaluating conceptual change. These assessment methods should prove to be a useful adjunct to performance-based methods of assessing training.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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OPTIMIZATION OF AIRCRAFT CARRIER DESIGN AND OPERATIONS

 

Joseph Nimas

Naval Air Systems Command Lakehurst

Lakehurst, New Jersey

 

Joseph J. Stanco

Support Systems Associates, Inc.

Lakehurst, New Jersey

 

An advanced Modeling and Simulation (M&S) approach has been developed to define, analyze, and optimize aircraft carrier (CV) design and operations utilizing Integrated Definition (IDEF) process modeling and associated Commercial-Off-the-Shelf (COTS) tools. The IDEF process modeling methodology, coupled with the interfacing requirements of the process, information, and product models, identifies opportunities for improvement. The primary objectives of the effort include an assessment of technology insertion, integrated automation, Human Systems Integration (HSI), workload and manpower reduction, and new operational concept development.

 

An aircraft carrier catapult launch process model has been developed and simulated. The approach methodology incorporates M&S to replace current antiquated steam-powered aircraft launch catapults with future technology systems in the launch process model. This is accomplished by removing the steam functions from the aircraft carrier launch process model and replacing them with analogous future- generation technological advancements. In addition to the advanced technology insertion, various HIS requirements (for example, skill level, training, safety, task sequencing, etc.) and opportunities for reducing the number of operator crew workstations and associated workload will be investigated.

 

Process M&S will be used to analyze and optimize personnel quantities and skill mixes by examining workload and operator utilization for the existing and future launch processes. This approach can be used to assess the impacts to Fleet operations if manpower is reduced or the impact to manpower allocation if the operational processes are modified. The next-generation catapult system may be evaluated by relating its performance to the overall launch process through appropriate Measures of Performance (for example, aircraft launch cycle time) and Measures of Effectiveness (for example, sustained aircraft sortie rate). In addition, launch process catapult recharge and catapult cycle times may be analyzed with respect to aircraft and pilot preparation and turnaround times.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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HUMAN SERGEANTS, ROBOT SOLDIERS: SOLDIER-MACHINE INTEGRATION ISSUES WITH SEMI-AUTONOMOUS SYSTEMS

 

John S. Barnett, U. S. Army Research Institute

John P. Holmquist, University of Central Florida

Orlando, Florida

 

 

The Army of the future may use future combat systems (FCS) consisting of human soldiers directing semi-autonomous systems –essentially robot soldiers. This integration of human flexibility and adaptability with the power of technology promises to forge a team with remarkable combat power, provided the team can work together efficiently. However, previous experience with automation in aviation has shown human-machine teams may experience unique problems. Automation affects human workload, decision-making, crew interaction and team performance. People’s confidence in the automated systems affects their performance, and they often have difficulty dealing with automation failure. It is conceivable that similar problems, as well as FCS-specific problems, may manifest themselves in future combat systems. Therefore, research is necessary to identify areas where the soldier and the automation do not get along, so that the design process can eliminate, or at least mitigate, these problems. This paper presents some known automation concerns and suggests how research can be used to address these issues prior to fielding. 

 

This paper is available on the 2001 I/ITSEC CD ROM.
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