HUMAN PERFORMANCE
Performance- Based
Advancement Using SCORM 2004
Use of Pilot
Modeling Techniques to Define Deployable Simulator Metrics
Fidelity
Trade-Offs for Deployable Training and Rehearsal
Effect of Tactile
Feedback on Unmanned Aerial Vehicle Landings
Effects of
Interface Design and Input Control Method on Unmanned Aerial System Operator
Performance
Mobile
Performance Support/e-Learning for British Army Recovery Mechanics
Human Performance
Modeling and Simulation for Launch Team Applications
An Information
Processing Taxonomy for FCS Task Analysis
Representing
Context in Simulator-based Human Performance Measurement
Culture
Representation in Human Reliability Analysis
Automated
Feedback and Situation Awareness in Net-Centric C3 Systems at Varying
Difficulty Levels
Next Generation
Aircraft Training; Good Pilot –Good Instructor?
Undergraduate
Boot Camp: Getting Experimental
Populations Up To Speed
Near-Eye
Augmented Reality Tower Controller Displays: Human Performance Issues
Training
Wayfinding Using Mixed Reality..
High Availability
3D Finally Arrives
AUTOMATING
METADATA TAGGING: COMBINING MAN/MACHINE
INPUT FOR OPTIMAL OUTPUT
ANIMATION IN
PERFORMANCE SUPPORT: USE IT OR LOSE IT
EPSS: Calling for
Content Analysis and Information Design!
Networked Voice
Communications Audio Balancing..
PCBased Desktop
Display versus Immersive HeadMounted Display Flight Simulator Performance
User Interface
Lessons Learned from Distributed Simulations
Performance- Based Advancement Using SCORM
2004
2006 Paper No. 2697 Elizabeth Biddle,
Ph.D., CMSP & Bruce Perrin, Ph.D. The Boeing Company Joint Advanced
Distributed Learning Co-Laboratory The Advanced Distributed Learning (ADL) vision
encompasses the use of scenario-based simulations to provide a rich
environment for training complex tasks.
At the same time, it introduces a complex assessment environment,
which creates challenges in the accurate and efficient diagnosis of student
needs as frequently student behaviors can be interpreted in several ways.
Diagnosing student learning needs, consequently, becomes problematic.
Unfortunately, there are currently no best practice guidelines for extracting
and making use of performance data from a simulation-based training
environment. However, methods that
address these challenges are required for the successful integration of
simulation-based training into the ADL Initiative. The
research described in this paper is investigating the development of a
scenario-based performance assessment method that leverages the Shareable
Content Object Reference Model (SCORM), while using information on trends to
isolate individual learning needs.
Specifically, SCORM 2004 specifications enable a single Shareable
Content Object (SCO) to be linked to (i.e., to set a value of or the status
of) multiple learning objectives. Although the potential impact of this
capability for assessment has not been widely recognized to date, it provides
a means to interpret relatively complex responses in scenario-based training
in terms of all of the learning objectives that may be implicated by a given
action. The methods developed under
this project will support changing the measures that reflect a student’s
mastery of the underlying learning objectives as a result of study, practice,
and forgetting. ... Order
it from I/ITSEC'S Website. |
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Use of Pilot Modeling Techniques to Define
Deployable Simulator Metrics
2006 Paper No. 2601 GeorgeCo Enterprises Air Force Research
Laboratory
SUNY CGSD Corporation When designing a
vehicle simulator there are many possible variations in configuration. There
are, for example, a great variety of motion and force cueing devices, and an
even great variety of visual systems, architectures, each configurable with
varying fields of view and resolution. Simulation designers always want the
greatest value within the budget for the system, and in the case of
deployable simulators, designers want the best system within the constraint
of reasonable portability as well. This portability allows joint training on
demand in theater rather than a schoolhouse or training base. A fundamental
task is that of determining if one simulator configuration provides better
pilot performance than another for a given application. To determine if a
simulation training method is effective, one or more metrics must be
identified to characterize the fidelity of the simulation. …
This paper
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Fidelity Trade-Offs for Deployable Training
and Rehearsal
2006 Paper No. 2840 Lumir Research
Institute Air Force Research
Laboratory The Boeing Company Distributed Mission
Operations (DMO) training frequently relies on simulation to accomplish
training objectives. Fidelity, in its
broader definition and interpretation, encompasses both physical attributes
(e.g., ergonomics, switches, symbols, etc.) and functional attributes (e.g.,
dynamics, models, exercising appropriate cognitive skills, etc.). On a continuum of possible “fidelity
levels” what degree of physical and functional fidelity, however, constitutes
“high fidelity” or “low fidelity?”
What standard is employed and measured against to assign such
labels? And, most importantly, what
training trade-offs exist when sacrificing higher fidelity for lower
cost? That is, in efforts to lower
costs (and therefore fidelity), what training experiences are most sacrificed
and how is that documented? In this
paper we outline a method for evaluating simulation fidelity based upon a
comprehensive list of warfighter-defined experiences critical to performing
his/her job—that is, a proposed approach upon which simulation systems could
be judged and compared. This proposed
warfighter-centric approach leverages two credible processes/products already
in existence, the Mission Essential Competencies (MECs) and Dash One
Emergency Procedures (EPs). During the MEC process, operational warfighters
determine the critical list … This paper
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Effect of Tactile Feedback on Unmanned
Aerial Vehicle Landings
2006 Paper No. 2849 Donald T. Aretz, Terence S. Andre and Christopher A. Brenaman The
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Effects of Interface Design and Input
Control Method on Unmanned Aerial System Operator Performance
2006 Paper No. 2882 U.S. Army Research
Institute SSRU Although unmanned aerial
systems (UAS) carry no pilot on board, they still require humans to plan and
execute missions, and to interpret the sensor information they provide. Depending on the level of system autonomy
and the nature of the assigned mission, humans may be required to control
mission execution remotely and conduct on-line image interpretation. This
will be especially likely for small unmanned aviation systems used for local,
real-time reconnaissance in support of military operations in urban terrain.
The need to quickly and reliably train soldiers to control small UAS
operations demands that the human-system interface be intuitive and easy to
master. In this study, participants completed a series of tests of spatial
ability and were then trained (in simulation) to teleoperate a micro-unmanned
aerial vehicle (MAV) equipped with forward and downward fixed cameras. Three
aspects of the human-system interface were manipulated to assess the effects
on control mastery and target detection. One factor was the input device.
Participants used either a mouse or a specially programmed game
controller/joystick (similar to that used with the Sony™ Playstation 2 video
game console). A second factor was the
nature of the flight control displays as either continuous or discrete
(analog v. digital). The third factor involved the presentation of sensor
imagery. The display could either provide streaming video from one camera at
a time (in which case the user would have to manually switch between the 2
available camera views), or present the imagery from both cameras
simultaneously, in separate windows. Dependent variables included: 1) time … This paper
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Mobile Performance Support/e-Learning for
British Army Recovery Mechanics
2006 Paper No. 2688 VEGA Group plc Welwyn Directorate of
Individual Training (Army) This paper describes an innovative study to
develop and trial a dual mode, mobile Electronic Performance Support System
(job aid)/e-learning solution for emergency procedures relating to military
vehicle movements and recovery actions in the context of Peace Support
Operations. On the critical path for achievement of this
aim was the need to address empirically based concerns over the usability of
COTS mobile e-Learning devices for the military personnel in question. The
paper also highlights the scope for such a device to effectively deliver both
technical (equipment related) and non-technical (e.g. cultural) knowledge to
the soldier at the point of need. The study responds to research, which
indicates the need for non-technical knowledge requirements to be addressed
for deployed troops. It also embraces the aims of the UK Defence e-Learning
Strategy and Vision to provide e-Learning to anyone, anytime and anywhere on
demand. By such means the study
seeks to enhance both operational effectiveness and cost effectiveness of
Peace Support Operations. This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Information Distribution to Improve Team
Performance in Military Helicopter Operations: An Experimental Study
2006 Paper No. 2859 Department of Systems
Engineering Georgia Institute of
Technology, Changes in task
requirements and resulting system capabilities have led to the addition of
crewmembers, information displays, and monitoring and coordination
requirements in many domains. The
overarching objective of this experimental study was to test whether
providing task relevant information to individual team members in a time
critical environment, while limiting their access to non task-relevant
information, would change team interactions by developing complementary team
mental models and consequently, improve performance. The results of this experiment provide
supporting evidence for this hypothesis and give insight into a new
understanding of how the distribution of information among team members effects
the development of shared expectations and information requirements, team and
individual performance, and communications that have not been empirically
documented elsewhere. This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Human Performance Modeling and Simulation
for Launch Team Applications
2006 Paper No. 3014 Cary J. Peaden, Stephen J. Payne, Richard M. Hoblitzell Jr. NASA Nils D. LaVine, Timothy M. Bagnall Alion Science and
Technology This paper describes
ongoing research into modeling and simulation of humans for launch team
analysis, training, and evaluation. It
is focused on current and future launch team operations at Kennedy Space Center
(KSC). The paper begins with a brief
description of existing KSC launch team environments and procedures. It then describes the goals of new
Simulation and Analysis of Launch Teams (SALT) research. The majority of this paper describes
products from the SALT team’s initial proof-of-concept effort. Products include a task analysis and
discrete event model and simulation of launch team performance during the
final phase of a Shuttle countdown and a proof-of-concept training
demonstration of launch team communications.
In the proof-of-concept training demonstration the trainee plays any
one role and the computer plays the roles of all other teammates. After the discussion of initial products,
this paper describes possible next steps for the research team and provides
conclusions. This research is
sponsored by the National Aeronautics and Space Administration (NASA) Office
of Safety and Mission Assurance (OSMA) and the NASA Exploration Program. It could provide significant value to any
spaceflight program that utilizes communicating teams in recurring
operations. This paper
is available on the 2006 I/ITSEC CD ROM. Order
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An Information Processing Taxonomy for FCS
Task Analysis
2006 Paper No. 2618 Dynamics Research
Corporation Judith Converso, Ph.D and Carla Hutchinson, Ph.D Computer Sciences
Corporation Human Resources
Research Organization Information centric systems, such as the
Future Combat Systems (FCS), require leaders and battle staff members to
perform activities that span an information processing continuum. These activities are primarily cognitive in
nature. This continuum begins with the
Soldier accessing critical information from the battle command network. The information is analyzed and managed to
enable the leaders and/or battle staff members to gain insight into a
multitude of events shaping the operational environment. With the necessary insight, a course of
action is planned in a collaborative fashion.
As the course of action is implemented the leaders or battle staff
members seek acknowledgement of the status of the action and distribute
pertinent information resulting from the action. The use of a taxonomy to define an information processing continuum
is a new and evolving approach that is being used by three teams conducting
task analysis for leaders and battle staff members for FCS equipped Brigade
Combat Teams (BCT). The taxonomy was
developed by examining the activities that are part of the operational
architecture for the weapon system.
The taxonomy is being used in the development of task performance
steps in preparation for the design of training products for FCS. By using the operational architecture as
the foundation for the taxonomy two exceedingly important outcomes are being
realized. First, the language of the
FCS engineer is being merged with the language of the FCS BCT Soldier. Second, gaps in what the Soldier expects… This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Representing Context in Simulator-based
Human Performance Measurement
2006 Paper No. 2856 Webb Stacy, Ph.D., Maj. Matt Puglisi, USMCR, and Craig Haimson, Ph.D. Aptima, Inc. NAVAIR Training Systems
Division During a deliberate attack on an
insurgent-held city, a Marine infantry company receives fire from a small
building next to a mosque. What should
the artillery Forward Observer (FO) do? The answer depends on context. If the fire coming from the building causes
casualties, the FO should conduct an Immediate Suppression mission. If the insurgents’ fires do not have any
effects on the Marines below and they can take cover, the FO needs to
formulate a course of action with the company commander. How would we measure FO performance in
simulator-based training for this scenario? It’s not enough simply to take
obvious measurements like target location error or target/ammunition
combination. We must have an
understanding of the FO’s context, and measure and assess the FO’s
performance accordingly. The
performance measurement infrastructure in the training environment must
support these activities. In this talk, we discuss
a formal representation of context for human performance measurement in
immersive training environments and how that representation fits into an
innovative language for expressing those measurements, Human Performance
Measurement Language (HPML). We show how
context plays a role both as triggers for measurements and as key information
for assessments, and demonstrate a method for convenient elicitation of
context information from expert instructor/operators. We provide illustrative
examples of training… This paper
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Culture Representation in Human Reliability
Analysis
2006 Paper No. 2897 David Gertman, Steven Novack, and Julie Marble Understanding
human-system response is critical to being able to plan and predict mission
success in the modern battlespace.
Commonly, human reliability analysis has been used to predict failures
of human performance in complex, critical systems. However, most human reliability methods
fail to take culture into account.
This paper takes an easily understood state of the art human
reliability analysis method and extends that method to account for the
influence of culture, including acceptance of new technology, upon
performance. The cultural parameters
used to modify the human reliability analysis were determined from two
standard industry approaches to cultural assessment: Hofstede’s (1991) cultural factors and
This paper
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Automated Feedback and Situation Awareness
in Net-Centric C3 Systems at Varying Difficulty Levels
2006 Paper No. 2606 John S. Barnett & Larry L. Meliza U.S. Army Research
Institute Net-centric
command, control, and communications (C3) systems provide vital information
to military commanders and increase their situation awareness (SA) of the
battlespace. However, the amount of
information presented and the dynamic nature of that information often makes
it difficult to focus attention appropriately. Immediate feedback, in the form of
automated alerts, can help direct the user’s attention to important events
and can be a valuable tool both for training and during military
operations. Research in other areas
(aviation) has shown under certain conditions automated alerts improve SA,
but under other conditions alerts can interfere with SA. Theory suggests workload may be a
factor. The present research sought to
determine how automated feedback and workload affects SA for users of
net-centric C3 Systems. In the
experiment, participants viewed a laptop computer showing a simulated C3
display running a typical combat scenario, and were asked to loo This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Next Generation Aircraft Training; Good Pilot
–Good Instructor?
2006 Paper No. 2629 Air Affairs ( Yeovil, Flying Training
Development Wing RAF Cranwell, Sleaford,
The failure to fully consider the requirements
of instructor pilots imposes an unacceptable risk on the quality of training
and the success of student pilots. The skills required to ‘fly’ an aircraft
are only a sub-set of the skills required to ‘instruct’ and evidence
indicates that highly competent pilots do not necessarily make competent
instructors. Instructor pilots need to be given training on
how to create the most effective learning environment from which students can
achieve their highest possible standard. With the introduction of next
generation aircraft, the instructor pilot also needs to have the ability to
analyse and assess a student’s psychomotor and cognitive skills performance. This paper draws on two separate studies
undertaken to investigate the selection, training and development
requirements of next generation aircraft instructor pilots. Study one, conducted by
Air Affairs (UK) Ltd., analysed the human-human and human-equipment
interfaces of instructor pilots, as part of a UK Ministry of Defence (MoD)
Training Needs Analysis (TNA) process. This included the development of an
Operational Task List (OTL), together with the identification of associated… This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Undergraduate Boot Camp: Getting Experimental Populations Up To
Speed
2006 Paper No. 2976 Roberto Champney, Laura M. Milham, Meredith Bell Carroll, Design Interactive,
Inc. A struggle common across many researchers is
the definition of a process to systematically train undergraduates to a
degree of competence on experimental tasks.
This process becomes more critical when paired with the notion that
much data resultant from academic research is utilized to either generalize
or apply findings to a much larger population. Many researchers have
criticized the practice of using undergraduates as experimental participants,
claiming that there are characteristics of the undergraduate population which
are different than those found in the general population (Ward, 1993). This is of particular concern in military
training research in which the goal is to generalize experimental results to
military populations. Further, in
these settings, it is challenging to make conclusive recommendations
regarding training effectiveness of systems when the experimental population
may not have the requisite knowledge, skills and attitudes (KSAs) necessary
for task accomplishment, or an understanding of the requisite tasks and the
motivations behind mission success. This paper presents a
method designed to increase the KSAs of undergraduate participants such that
they more closely parallel the target population; this is accomplished
through the design and implementation of an "Undergraduate Boot
Camp". This methodology was
applied within the Military Operations on Urbanized Terrain (MOUT) domain, and
focused on providing both classroom and practical application training in
which a subject matter expert (SME) instructed, demonstrated and evaluated
trainee performance. As a next step,
training was supplemented by detailed scenario based feedback targeted at
developing self and team awareness of task accomplishment. A key aspect of the methodology is to
develop a central set of competencies, incorporate them into a pre training
advance organizer, developed to support rapid development of a mental model
of the… This paper
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Near-Eye Augmented
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Training Wayfinding Using Mixed Reality
2006 Paper No. 2581 Institute for Simulation
and Training The Army needs a distributed training
environment that can be accessed whenever and wherever required for training
and mission rehearsal. This paper
describes an experiment to investigate the effectiveness of a prototype of
such a system, using mixed reality (MR) presented by the Battlefield
Augmented Reality System (BARS), a mobile augmented reality system with a
wearable computer, and see-through head mounted display (HMD). The users’ positions were tracked
wirelessly, while a graphic representation of their virtual surroundings was
displayed on the HMD as they walked.
Previous studies have shown virtual environments can be used to train
navigation. The addition of natural
movement to a type of virtual environment may enhance that training. Sixty participants were
randomly assigned to three conditions and memorized directions for a route
through a complex area. Participants
in the map condition performed three rehearsals of the route by drawing on a
printed floor plan of the environment. Participants in the walker condition
executed three rehearsal traversals of the route in the actual facility. Those in the MR condition did the same
wearing the BARS system which provided a realistic environment, with
landmarks, waypoints and virtual footprints.
A scaling factor was used, with each step in the MR environment equal
to three steps in the real environment, and the environment was broken into
“tiles”, much like atlas pages. Participants
worked their way through each tile in succession until they completed the
entire route. Transfer of training
results from testing in the real environment found a significant but weak… This paper
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High Availability 3D Finally Arrives
2006 Paper No. 2684 John M. Brabbs, Mark S. Sokolik EDS MSCS EDS VRC In December of 2004,
Adobe announced the release of Acrobat Reader 7.0 and with it the ability to
view embedded 3D content within the PDF format. This multi-platform, free
upgrade has created a ubiquitous 3D standard that provides the capability to
view and interact with 3D data, while avoiding drawbacks that have typically
hindered other 3D viewers, such as the need for a plug-in and the lack of
distribution. Using the 3D PDF technology, a proof of concept was developed
for the US Army PM Stryker, to demonstrate the effectiveness of the PDF as a
low cost implementation of the Interactive Electronic Technical Manual
(IETM). This application provides insight to the process and cost of this
technology and the viability of future integration into training and
maintenance systems. This paper will describe the creation process and
compare and contrast other 3D delivery platforms versus the PDF, as well as
what’s needed to make this 3D capability as commonly used as the format
itself. To adequately represent the implementation of this concept this paper
will include a demonstration of the Stryker deliverable. This paper
is available on the 2006 I/ITSEC CD ROM. Order
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AUTOMATING METADATA TAGGING: COMBINING MAN/MACHINE INPUT FOR OPTIMAL
OUTPUT
2006 Paper No. 2483 Katrina E. Ricci, John C. Hodak, and Sandra Hughes NAVAIR There is an ever-increasing need to apply
metadata to legacy electronic training material as well as to content
currently under development. Metadata,
or very simply data about data, provide an underlying description of training
material. Metadata describe attributes
of learning objects including, but certainly not limited to, the content
itself, when it was created, who created it, and its intended purpose. This information can allow developers to
search and find previously developed content in order to achieve a financial
efficiency through updating or reusing existing content. Further, as the future vision of Navy
training matures, metadata can help ensure that sailors receive the right
training at the right time based on knowledge of an individual sailor’s needs
and applicable training material. Metadata are comprised of
both objective and subjective data elements.
Objective elements are those that are relatively straightforward to
identify. They include data such as the
developer, the training title, or the revision number of the content. Subjective elements – arguably the more
valuable data – more thoroughly describe the training content. However, they are subject to individual
interpretation and present a potential time consuming and expensive component
to generating metadata. It is very
appealing, therefore, to apply automation to the process of generating
metadata. Technologies are available
to assist in this process. Most
notably, the application of a machine learning technology, Latent Semantic
Analysis (LSA), can assist in the very arduous task of identifying subjective
metadata tags. … This paper
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ANIMATION IN PERFORMANCE SUPPORT: USE IT OR
LOSE IT
2006 Paper No. 2602 John C. Hodak, Katrina E. Ricci,
Ph.D., Tyson Griffin NAVAIR Kaegen Corp. There is a strongly held belief that the use of
animation in multimedia instruction can enhance learning. While the research literature is somewhat
mixed, animation, when used along with sound instructional principles, can
have a significant impact on learning (Mayer, 2002; Hansen, Narayanan, &
Hegarty, 2002). This research effort
investigated the use of animations in a performance-aiding environment in
order to derive basic guidance for the use of animated graphic material for
delivery in electronic performance support applications. Earlier pilot research showed many
participants failed to engage animations provided. Thus, the current study investigated not
only possible components of animation presentation (animation, text and
narration) and their contributions to task performance, but the frequency of
use and control of the animation, as well.
Ninety participants were
assigned to one of the six conditions of a 2 x 3 (User Control by Modality)
between-subject experimental design.
The two levels of User Control included participant initiated
animation or system initiated animation.
The three levels of Modality included 1) animation alone, 2) animation
with text, or 3) animation with a corresponding vocal narration of the text
instruction. Participants were asked
to assemble a thirteen piece wooden puzzle by following instructions
delivered on a laptop computer.
Dependent measures were time to task completion, accuracy of task
performance, and frequency of animation use.
Individual difference measures such as spatial ability and goal orientation
were also collected. … This paper
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EPSS: Calling for Content Analysis and
Information Design!
2006 Paper No. 2914 Jay Winstead, Mary Gehres and Dr. Lynne Monson Dynamics Research
Corporation Many today know that EPSS stands for
Electronic Performance Support Systems, which provide just-in-time delivery
of information with minimal interruption of work flow. But how can EPSS
designers achieve these twin goals? Most software applications include online
help and other support tools, but the content is often disorganized with poor
usability. Such problems are magnified by the complexity of performance
support systems. What should EPSS designers do to avoid these pitfalls? How
can they leverage solid content analysis and information design to minimize
cognitive load on users while maximizing job task effectiveness and
efficiency? And which technologies are best for presenting information? When
should a task be supported by a WBT module vs. by designing a wizard to
simplify the task and obviate the need for instruction? What goes into online
help and what doesn’t? What’s the best way to integrate support tools into
the computer system? Into the user interface?
This paper proposes that
information design is the single most important factor in EPSS design, taking
precedence over the sophisticated technologies now available in this arena
and their admittedly impressive capabilities. An effective framework for
information design enables project teams to answer all of the questions posed
above. Furthermore, it enables the designers to tie these answers back to the
results of user, task, and needs analysis and forward to the selection of
delivery technologies and the allocation of content to different presentation
methods. The goal of this design approach is to ensure computer system users
get meaningful task-based support and training that utilizes best practices
in information design and state-of-the-art technologies. … This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Networked Voice Communications Audio
Balancing
2006 Paper No. 2665 Lockheed Martin Voice communications is an important part of
the U.S. Air Force (USAF) Distributed Mission Operations (DMO) program,
managed by the Simulator System Group (SMSG), During recent missions involving the AWACS
center at Tinker AFB, F-15C fighters from Eglin AFB and the F-16 Mission
Training Center (MTC) from Shaw AFB, the participants found that variations
in voice loudness and timbre interfered with communications intelligibility
and fidelity. While networking, stability, and interfacing problems have been
routinely addressed in DMO testing with code fixes and adjustments to the
standards, the discipline of balancing voice loudness levels involves human
perception and requires special consideration. Current alignment procedures
are inadequate to address the variation in the diversity of headsets,
unpredictable microphone placement, and inconsistent dynamic range
compression across the many DMO Federate Systems. This paper
defines a common set of audio alignment methods and tools. There is little
existing published data establishing common alignment parameters for a
simulated radio network. In order to develop these parameters the author
performed three separate studies: Variance in Perceived Loudness of Processed
and Unprocessed Voice Streams, Rate of Clipping Distortion Events in Live
Radio Missions, and A Voice Channel Headroom Study. These studies revealed
that differing methods of processing voice signals affect their perceived
loudness and require that these signals be adjusted accordingly. The
analytical approach from these studies suggests…
This paper
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PCBased Desktop Display versus Immersive
HeadMounted Display Flight Simulator Performance
2006 Paper No. 2600 Chris McClernon,
Rhoshonda McGruder,
Katrina Mumaw,
Terence Andre In
the last five years, there has been an increased emphasis on the use of 2D
and 3D PCbased flight simulators for flight training. Flight simulators allow users to practice
certain skills and to stay current between flights in real aircraft. In addition, affordable PCbased flight
simulators may be a viable, costeffective alternative for actual aircraft
flight time or fully immersive, high fidelity simulators in the future. The research reported in this study examined
the differences between flight simulator training on a limited fieldofview
desktop monitor and training with an immersive virtual reality headmounted
display (HMD). A betweensubjects
design was used with thirty participants.
Half of the participants performed designated flight protocols using
the desktop monitor trainer and the other half performed the same flight
protocols on the HMD immersive trainer.
Participants using the desktop monitor performed significantly better
than those in the HMD condition on tasks that involved maintaining altitude,
pitch, bank, and heading. Possible
explanations for these results include the “headsup” nature of an HMD,
resulting in less time viewing the aircraft instruments, and less familiarity
with an HMD. Further research is
needed to study performance differences between simulators with varying
levels of fidelity. Research is also needed to study longitudinal effects of
flight simulator training on real aircraft flight performance. This paper
is available on the 2006 I/ITSEC CD ROM. Order
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User Interface Lessons Learned from
Distributed Simulations
2006 Paper No. 2844 Noah Evens, Brooke Whiteford, Geoff Frank, & Rob Hubal Technology Assisted The Army is pursuing distance learning
strategies to meet Soldiers’ lifelong learning needs. One cost-effective
approach to providing Soldiers with learning by doing is to develop and
distribute simulation training systems. The U.S. Army Signal Center & FT
Gordon is leading the implementation of this approach through a series of
distributed simulations accessible via its University of Information
Technology (UIT) portal. This paper reports on the many user interface
lessons learned from development of a series of distributed simulation
systems, mostly but not solely for the The paper describes a
host of issues dealing with visualization and interactivity, context and
usability, navigation and tool use, and policy and technology. The lessons
learned include observations, solutions, and suggestions to these issues. The
paper provides guidelines for future simulation systems building on a model
that considers task affordances and demands, user characteristics, and the
nature of the domain. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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