Digital Systems and Battle Staff Integration: Collective Training Feedback

Comparing Levels of Situation Awareness and Digital Proficiency Levels

Managing Multiple Uninhabited Aerial Vehicles: Changes in Number of Vehicles and Type of Target Symbology

A Total Ship-Crew Model to Achieve Human Systems Integration

Applying Crew Resource Management (CRM) Principles  to First Responder Training

Machine and Human Analogical Reasoning for a Case-Method Intelligent Tutoring System

Enhancing Virtual Environment Interaction Using a Head Mounted Projection Display (HMPD)

Enhancing Virtual Environments Using Sensory-Multiplexing

Fleet-RIDE: Enabling Technology

for Sailor Continuous Career Counseling

Adapting Current UK Military TNA Guidelines to Analyse Collective, Command and Control Training Requirements for the Royal Artillery

RAPID ASSESSMENT OF TASKS AND CONTEXT (RATaC) FOR TECHNOLOGY-BASED TRAINING

Enhancing Synthetic Warfighter Training: A Conceptual Framework

Beyond Content and Design: Employment of Computer-Based Distance Learning

Training Game Design Characteristics that Promote Instruction and Motivation

Immersing Humans in Virtual Environments: Where’s the Holodeck?

Eliminating Traditional Training: The New Era of Human Performance Technology

Menu Design Considerations for Rapid Decision-Making Simulations

Evolving Interactive Electronic Technical Manuals (IETMs) to Electronic Performance Support Systems (EPSS): Human Performance Considerations

Application of Human Computer Interaction (HCI) Theory to Augmented Reality Simulation and Training

A Real-Time Hardware-in-the Loop Simulation Environment for Shipboard Control and Navigation Systems

Seeing the Labyrinth: Visualizing a DoD Training Support System of Systems

The Use of Interactive Map Based Displays for Teleportation in Virtual Environments

What can DARWARS learn from the Game Industry about Communities?

 

 

Digital Systems and Battle Staff Integration: Collective Training Feedback

 

Larry L. Meliza

U. S Army Research Institute

Orlando, FL

 

Karen J. Lockaby, Andrew M. Perrault & Bruce C. Leibrecht

Northrop Grumman Mission Systems

Killeen, TX and Fort Knox, KY

 

The U.S. Army has provided battle staffs with a mixture of digital command, control, and communication (C3) systems as aids in mission planning, preparation, and execution. The purpose of this project was to provide guidance for collective trainers to use in evaluating battalion and brigade level employment of these system s, emphasizing the integration and synchronization of activities across battlefield operating systems (BOS) such as maneuver, intelligence, and fire support. An important goal of this effort was to provide guidance that is appropriate for information integrators, rather than system operators, so that most of the guidance can remain applicable as specific digital systems are replaced or evolve. The resulting Digital Tactical Operations Center (TOC) Integration Guide is organized according to the three goals of (1) establishing and managing the common operating picture, (2) managing digital information, and (3) applying situational awareness to avoid fratricide. Under each goal, the guide describes what the staff sections should be doing and tells trainers how to obtain information needed to assess staff performance. A companion product, the Digital Proficiency Level Matrixes for Battle Staff Sections, describes low, medium, and high levels of digital proficiency. The specific parameters applied to each staff section in the matrix are tailored to fit the functions of the section, but there are recurring themes. Two key indicators of increased digital proficiency are an earlier shift from stove-piped to collaborative activities during planning and an increased ability to update and distribute planning products in a timely manner. The research team is currently updating guidance to reflect recent changes in the digital systems available to battle staffs. The update process provides an opportunity to assess the extent to which the guidance remains viable as systems change.

2004 Paper No.1602

 

 

Comparing Levels of Situation Awareness and Digital Proficiency Levels

 

John S. Barnett, Larry L. Meliza

U.S. Army Research Institute

Orlando, FL

 

Karen Lockaby

Northrop Grumman Mission Systems

Killeen, TX

 

Evaluating how well a unit employs digital command, control, and communication (C3) systems to support operations adds substantially to the workload of U.S. Army trainers. One means of aiding trainers is to provide observation requirements tailored to fit a unit’s estimated digital proficiency level. Digital subject matter experts (SMEs) divided one hundred digital activities into basic, medium, and high digital proficiency groups using a training-oriented definition of digital proficiency (i.e., activities that units are likely to have trouble mastering are addressed at high digital proficiency levels). The purpose of the work described by this paper was to compare the SME-defined proficiency levels with two other definitions of digital proficiency, levels of situational awareness (SA) and progressive skills groups (i.e., one group lays a foundation for the next group). The SA levels, based upon Endsley (1995) are defined as; (1) an accurate perception of the elements of the situation, (2) a comprehension of the situation, and (3) a projection of the current situation into the future. The skills groups were concerned with channeling, managing, assessing, and exploiting information. Each of the one hundred activities addressed by SMEs were rated as to which SA level and which skill group they belonged. The SME-defined digital proficiency levels were correlated with SA levels and with skill groups. Advantages of digital proficiency level concepts that are only mildly correlated with SA levels are discussed.

2004 Paper No. 1603

 

 

 

Managing Multiple Uninhabited Aerial Vehicles: Changes in Number of Vehicles and Type of Target Symbology

 

Jeremy T. Nelson, Austen T. Lefebvre, and Terence S. Andre 

United States Air Force Academy

Colorado Springs, Colorado

 

This study attempted to more fully develop the theoretical framework for a single operator monitoring several uninhabited aerial vehicles (UAVs). Twenty-four subjects from the United States Air Force Academy participated in a study to determine the performance effects of managing multiple UAVs. Subjects monitored three and five UAVs simultaneously using the Multi-Modal Immersive Intelligent Interface for Remote Operation (MIIIRO) synthetic task environment. In addition to workload an d performance measures, we examined the effectiveness of two types of target symbology (a stylized symbol set and the MIL-STD-2525B symbols) while controlling the UAVs in a simulated task. Results showed five UAVs created a significant de gradation in performance as well as significant increase in workload (subjective and objective). Also, MIL-STD-2525B symbols were shown to have significantly better recall than stylized icons as implemented in the MIIIRO synthetic task environment.

2004 Paper No. 1536

 

 

 

A Total Ship-Crew Model to Achieve Human Systems Integration

 

Dr. Loretta DiDonato CDR Joseph B. Famme USN (ret)

Northrop Grumman Ship SystemsITE Inc

Pascagoula, MSArlington, VA

 

LCDR Alan Nordholm Ph.D. USN Senior Chief Alan Lemon 

Human Performance CenterUSS McCampbell DDG 85

Virginia Beach, VAAt Sea

 

Requirements for new ships in an era of increasing threats, escalating personnel costs and fiscal constraints have escalated the priority of Human Systems Integration (HSI). The challenge is to create and use metrics for ship and human engineered systems that optimize human performance within ships that are designed with complex automated propulsion, auxiliary and weapon systems. Total Ship Systems Engineering (TSSE) includes techniques for manning analysis to characterize and validate the crew duty requirements in an associated sailor profile data base that describes the composite knowledge-task-time demand for each crew position across all mission profiles in the context of advanced automation technologies and survivable hull forms. A technology considered but not currently implemented in the manning analysis process is a Total Ship-Crew Model (TS-CM) that adds the attribute of dynamic time to the analysis of coupled ship systems-crew performance. This paper will address the use of a TS-CM analysis tool to validate ship systems processes and reduced crew manning while capturing the ship-crew model for future use in support of HSI objectives over the ship lifecycle.

2004 Paper No.1564

 

 

 

Applying Crew Resource Management (CRM) Principles  to First Responder Training

 

William J. Walsh

JXT Applications, Inc.

Fair Oaks Ranch, TX

 

Roberta S. Gearhardt, Terrell W. Fulbright

JXT Applications, Inc.

Beavercreek, OH

 

Effective team coordination and decision-making skills are essential for emergency medical personnel. First responders are particularly vulnerable because of the urgency of their decisions, subsequent actions and frequent unknowns. Currently, training for medical personnel focuses on procedural knowledge and skills. Effective training in team coordination and decision-making for EMT personnel responding to CBR/WMD is not available.

 

The aviation industry has been providing similar team coordination and decision-making training to aircrews for well over thirty years. Our approach includes capitalizing on that experience and applying some of the same principles and techniques to development of a tutor that trains emergency medical responders for CBR/WMD threats.

 

One of our goals is to foster a better learning environment for CBR/WMD incidents by enabling learners to participate actively in the team coordination and decision making processes, to think reflectively about what they are doing and the decisions they have made, and even to work collaboratively with other EMT learners through the problems presented by the tutor. In addition to the life-and-death decisions regarding their patients, EMTs may be faced with other more far-reaching decisions that involve the contamination of themselves and others with highly toxic substances. The design of the tutor is based on established CRM principles. When used in an active learning environment it should assist EMTs in learning what goes into making sound decisions under stress and how to coordinate the activities of their team rather than functioning independently.

2004 Paper No. 1915

 

 

 

Machine and Human Analogical Reasoning for a Case-Method Intelligent Tutoring System

 

Susann Luperfoy

Eric Domeshek

Eli Holman

David Struck

Brian Glidewell

Ryan Houlette

Stottler Henke Associates, Inc.

 

This paper concerns a project using the case method of instruction to develop an Intelligent Tutoring System (ITS) for military decision-making skills. Our technical objective is actually the authoring shell that lets domain experts and educators enter new cases into a library and then use stored cases in creating lessons that foster analogical encoding in students, a mental process shown empirically to improved acquisition, retention, and transfer of domain knowledge. We have adopted a collaborative view of human-machine interaction in order to construct an integrated cognitive system in which analogical reasoning by the machine supplements and enhances analogical reasoning by the human. In this instance the supported forms of human reasoning are analogical encoding by students at instruction delivery time and analogical recall by experts at authoring time. The focus of this paper is the design and implementation of the case-authoring component of the authoring shell that assists domain experts in creating new cases and integrating them into the case library.

2004 Paper No. 1873

 

 

 

Enhancing Virtual Environment Interaction Using a Head Mounted Projection Display (HMPD)

 

Long Nguyen, Andrew Mead

NAVAIR ORL Training Systems Division

Orlando, FL

 

Cali Fidopiastis, Jannick Rolland

Optical Diagnosis and Analysis (ODA) Lab, UCF

Orlando, FL

 

Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For some VE applications, such as near-field mixed reality, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, the user’s hand. This is difficult, since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available displays are often inaccurate or may be distorted due to technological limitations. One recent development is the Head Mounted Projection Display (HMPD). It has the potential to address this interaction problem. The HMPD uses a projection lens and retro-reflective material instead of the eyepiece found in a typical head mounted display. This solves several problems in mixed reality simultaneously. Specifically, it allows for proper occlusion, for correction of optical distortion, and for images to be retro-reflected off curved surfaces. HMPD technology has been researched for use in medical visualization and collaborative virtual environment applications (Rolland, Meyer, Davis, Hamza-Lup, & Norfleet, 2002; Hua, Gao, & Rolland, 2002).

 

The unique combination of visual cues provided by the HMPD technology can potentially allow one to effectively reach, select, manipulate, and release virtual cockpit controls, specifically, buttons, dials, and switches in a direct and natural manner. We present a test bed design and experimental designs to explore this feasibility. We provide basic task measures and expected results for interaction with these virtual objects. Finally we provide preliminary data for accuracy and precision of one key measure for object manipulation, the user’s depth perception of virtual and real objects in relation to each other. The technology has the potential to replace the physical mockup of a cockpit with its virtual counterpart, making training systems more portable, deployable, and reconfigurable.

2004 Paper No. 1891

 

 

 

Enhancing Virtual Environments Using Sensory-Multiplexing

 

LCDR Dylan Schmorrow

Office of Naval Research

Arlington, VA

 

LT Joseph Cohn

US Naval Research Lab

Washington, DC

 

Roy Stripling, Amy Kruse

Strategic Analysis Inc.

Arlington, VA

 

Virtual Environment (VE) technologies have often been hailed as the ultimate solution for providing comprehensive, affordable and flexible training. Yet, despite the enormous amounts of time and money invested in the development of these devices, the results have, by and large, failed to live up to their expectations. This is likely due to significant mismatches between the virtually presented environment and the anticipated real world one, resulting in a modern day version of Osgood’s (1949) Similarity Paradox. Recent work indicates that there are at least two factors that limit the ‘spectral-range’ of current VE training experiences. First, VE systems supply information primarily through visual and non-spatialized audio channels, limiting the quantity and quality of information being conveyed to the trainee. Second, current technologies create an environment in which much of the experience is highly scripted, failing to deliver a user-specific training experience. This suggests that there is much to be gained by recasting Osgood’s challenge as an Information Processing problem.

 

This paper will focus on a “sensory-multiplexing” approach being developed to create adaptive VE training systems that optimize user cognitive and emotional engagement and that naturally direct the user towards appropriate learning strategies. Two lines of investigation are currently being pursued. The first focuses on developing a VE-based training system, using human-centric design principles, to provide Marines with training in Close Quarters Battle (CQB) at both the individual and team level. The second focuses on demonstrating, in the laboratory as well as operationally, that objective measures of attention, arousal, and cognitive workload can be gleaned from the output of non-invasive physiological sensors. When the results from the two efforts are integrated into a single system, the resultant information could be used to adaptively titer the users level of arousal and to direct or re-direct his/her attention as needed.

2004 Paper No. 1762

 

 

 

Fleet-RIDE: Enabling Technology

for Sailor Continuous Career Counseling

 

Stephen E. Watson, Ph,D. Thomas A. Blanco 

Chief of Naval Operations-N1Z1 EDS

Washington, D.C. San Diego, CA.

 

The Rating Identification Engine (RIDE) initial classification process and a prototype decision support system developed jointly by Navy Personnel Research, Studies, and Technology and EDS, provides the best match for recruits based on their qualifications to Navy requirements reflected in critical lists and other available training seats. RIDE was built drawing on techniques and theory from experimental psychology, psychometrics, business process reengineering, and human factors. This paper describes the human systems integration of the “Fleet” RIDE enabling technology as a multiplier for the Sailor and his/her Career Counselor for continuous career counseling, education and training, and career advancement onboard Navy ships. The Director of Navy Selection and Classification sponsored Fleet- RIDE, which transforms the proven and accepted RIDE processes and technologies for Fleet use in support of Perform to Serve (PTS). The Navy’s new Perform-to-Serve (PTS) program is a “force-shaping” process for balancing manning levels across enlisted specialties (i.e., Ratings) or skill sets, and increases the advancement and professional opportunities for Sailors. Current PTS policy covers all first-term Sailors (<6 years). Sailors will either receive approval to reenlist in their current rating, be offered a conversion to an undermanned Rating, or declined reenlistment option. Fleet Career Counselors, Enlisted Community Managers, Detailers and individual Sailors use Fleet-RIDE for career guidance and rating conversion to provide the best match of Fleet Sailor’s qualifications and aptitude to meet Navy requirements for rating assignment/conversions. The paper also describes the successful spiral implementation approach used, early pilot test results and enthusiastic user acceptance. Finally, cost benefit analyses and return on investment from both the Navy’s (e.g., enhanced conversion efficiency and effectiveness) and Sailor’s (e.g., enhanced Sailor career satisfaction, better retention) perspectives are provided.

2004 Paper No. 1872

 

 

 

 

Adapting Current UK Military TNA Guidelines to Analyse Collective, Command and Control Training Requirements for the Royal Artillery

 

Alison Walsh,  Dr Carole Deighton 

Air Affairs (UK) Ltd

Yeovil, Somerset, UK

 

The UK MoD identified a lack of opportunity to exercise the collective, command and control (C2) procedures for the Royal Artillery Commanding Officer and his Indirect Fire System (IFS) formation staff at Brigade level. A Training Needs Analysis (TNA) was conducted to identify the cognitive and behavioural training requirements of collective, C2 procedures and to recommend the most cost effective training option to meet the identified training need. Current Ministry of Defence (MoD) guidelines describe TNA methodologies which are predominantly designed to identify individual, Human-Machine-Interface training requirements. This paper describes the application of the TNA methodology to identify and analyse the collective, Human-Human Interface training requirements involved in the performance of Indirect Fire C2 procedures.  

 

The adopted operational task analysis methodology, identified the cognitive and behavioural tasks performed by each individual within the target audience to achieve each IFS collective training standard. In addition the analysis captured the C2process as a flow of information communicated between the target audience and the associated senders and recipients of information. The Knowledge, Skills and Attitudes Analysis and Fidelity Analysis methodologies were adapted to analyse the properties of the Human-Human Interfaces, which would require replication in the training environment. The output of the fidelity analysis informed the analysis of the manpower requirements needed to support an IFS exercise.

2004 Paper No. 1555

 

 

 

RAPID ASSESSMENT OF TASKS AND CONTEXT (RATaC) FOR TECHNOLOGY-BASED TRAINING

 

Robert J. Stone 

University of Birmingham & VP Defence Ltd

Birmingham, UK

 

Since 1996, a number of demonstrators and operational systems have been introduced into the UK military part-task training community, each contributing significantly to eradicating the barriers to adoption of synthetic environment (SE) or “virtual reality” (VR) technologies. These include VR training systems for rear-door helicopter aircrew and naval gunners (as described during I/ITSEC 2002 and 2003), together with those supporting naval vessel familiarisation, submarine rescue and fighter aircraft avionics maintenance. The success and affordability of these systems have been attributed to the application of highly focused human fact ors task an d context assessments, typically conducted in no more than 5-6 days following project start-up. The assessments employ a combination of structured classroom and field observation routines, plus student and instructor debriefs, and are based on a simple human-centric model which focuses on the physical, sensory and cognitive “coupling” between the end user and his/her immediate, proximal and distal spatial-temporal environments. The outcome of the assessments are designed to provide early system requirements guidance, such as the nature of human involvement (observe/explore/modify), VR interaction style (exocentric, egocentric, etc.), content (2D or 3D graphical, stereoscopic, augmented, etc.), sensory and functional fidelity, and technology “appropriateness” and maturity (immersive wearable, simple projection, desktop, etc.). In some cases, the methodology has delivered technological solutions that were not considered or even rejected during much lengthier pre-contract training needs analyses conducted by tri-service educational personnel. Using the above applications to illustrate the key issues, this paper describes the rationale and structure underpinning the RATaC (Rap id Assessment of Tasks and Context) methodology, designed to overcome some of the logistical, timing and financial restrictions faced by human factors specialists in trying to capture – during live, in-the-field, or operational assessment sessions with actual end users – the key components of training scenarios for the purposes of defining the scope of technology-based training solutions.

2004 Paper No.1580

 

 

 

Enhancing Synthetic Warfighter Training: A Conceptual Framework

 

Robert Chapman, CMSP

Alion Science and Technology, Air Combat Command

Langley AFB, VA

 

The purpose of this paper is to describe the elements that should be included in a conceptual framework for synthetic warfighter training. The central thesis of this paper is that an abstract conceptualization of synthetic warfighter training should be based on cognitive theories of behavior, oriented to the operational mission environment and extensible to several levels of training. The proposed framework is a derivative of Boyd’s cycle of observation, orientation, decision, and action, the “OODA loop,” and previous scientific research in perception. The framework also draws on current training research and the Air Force’s experience with its Distributed Mission Operations (DMO) simulators, especially the development of Mission Essential Competencies. The value of such an approach is twofold. First, it leads to a better theory and application of training in synthetic federations. Second, it can help support warfighter training research.

2004 Paper No. 1802

 

 

 

 

Beyond Content and Design: Employment of Computer-Based Distance Learning

 

Jennifer McNamara, Michael Szczepkowski,

James Stokes, Chris McCollum, Wayne Zachary 

CHI Systems, Inc.

Fort Washington, PA

 

Organizations are increasingly turning to computer-based distance learning (CDL) solutions to enhance opportunities for employee training. Before embarking on courseware development, it is important to understand that successful integration of CDL into a training process depends on effective content and design, as well as accompanying strategies for employing the courseware to meet the organization’s learning and human performance goals. Studying real-world use of CDL, we have seen promising courseware that, when employed in actual training contexts, often proves ineffective because of problems encountered during attempted integration into the workplace. These failures occur when organizations focus exclusively on course content and design decisions throughout the instructional systems design process – overlooking human-systems integration issues that can derail even the most impressive CDL programs. It is commonly understood that human systems integration considerations are critical in the introduction of new engineering systems; similarly these factors should be considered in the process of integrating CDL into workplace-centered training. Our goal is to expand the way people think about CDL development to ensure that CDL does not fail as a result of overlooking human systems integration issues by: (1) introducing factors related to CDL employment outcomes, (2) presenting the many stakeholders in CDL success along with a description of their respective roles in the CDL employment process, and (3) providing a process for uncovering both barriers and facilitators to CDL employment. We conclude by presenting guidelines to follow throughout the instructional systems design process to ensure successful CDL employment.

2004 Paper No. 1825

 

 

 

Training Game Design Characteristics that Promote Instruction and Motivation

 

James Belanich

U.S. Army Research Institute

for the Behavioral and

Social Sciences

Arlington, VA

 

Kara L. Orvis

Consortium of Universities of the DC Metro Area

Arlington, VA

 

Laura N. Mullin

The Catholic University of

America

Washington, DC

 

PC-based games are currently used for training purposes throughout the military. Although increasingly popular, little research has been conducted on the design features that make these games effective training tools. This paper provides some research-based design principles that can be applied to the development of training games, with a focus on factors that influence both instructional characteristics and motivational features of PC-based games. A within-subject research design was used to identify the design characteristics that influenced the retention of information presented during the game. The aspects of the game that motivated users to continue playing were also assessed. The findings suggest that the manner in which information was presented to the user and the relevance of that information to the user’s progression of the game impacted how well the information was later recalled. Graphic images and spoken text were recalled more accurately than printed text. Participants recalled procedures better than facts. Information relevant to the progression of the game was recalled better than information that was tangential to the game storyline. In addition, motivation to continue playing the game was influenced by perceived levels of challenge, realism, control, and exploration. The findings from the current research correlated with previous research in the fields of training methodology, multimedia instruction, and game development. Based on the current findings and previous research, principles for developing training games that are both instructional and motivational are presented.

2004 Paper No. 1526

 

 

 

Immersing Humans in Virtual Environments: Where’s the Holodeck?

 

Peter Muller

Potomac Training Corp.

Lansdowne, VA

 

LT Joseph Cohn

Naval Research Laboratory

Washington, DC

 

Dr. Denise Nicholson

NAVAIR Orlando

Orlando, FL

 

The Office of Naval Research’s Virtual Technologies and Environments (VIRTE) program is developing leading edge technologies for immersing humans in Virtual Environments (VE). This paper will examine some of the challenges in using VE for training specific tasks in the military such as marksmanship and shoot/no shoot decision- making. In particular, we will examine the Marine Corps Indoor Simulated Marksmanship Trainer Enhanced (ISMT), and how the Corps uses it. We will discuss both the technical and human dynamics in the system. We will also examine the current state of VE technologies and the challenges in using them for military training.

2004 Paper No. 1773

 

 

 

Eliminating Traditional Training: The New Era of Human Performance Technology

 

Thomas B. Cavanagh

Florida Space Research Institute

Kennedy Space Center, Florida

 

The Department of Defense spends more than $17 billion annually for military schools that offer approximately 30,000 training courses to nearly 3 million personnel. American industry spends over $50 billion annually on training activities. According to the American Society for Training & Development, one of the largest content areas receiving that training is “technical process and procedures.” As human workplace performance becomes increasingly dependent upon technology, the cost of technical skills training will only grow in an attempt to keep up with that rapidly changing technology.

 

Unfortunately, traditional technical training is becoming an expensive, obsolete solution to human performance goals. This paper will describe the trend away from traditional technical training delivery and towards an integrated role for performance support in the context of the entire “Spectrum of Support. ” The “Spectrum of Support” will be discussed in detail in relation to our current evolution in Human Performance Technology that will someday result in complete transparency between a task and the technological support for that task, thus eliminating the technical training function altogether.

2004 Paper No. 1485

 

 

 

Menu Design Considerations for Rapid Decision-Making Simulations

 

William Y. Pike

U.S. Army RDECOM-STTC

Orlando, FL

 

Jessica Helmick-Rich, Kristy A. Bradley,

Adams Greenwood-Ericksen,

and Kelly Burke

University of Central Florida

Orlando, FL

 

Since there exists no standard interface for simulations, simulation systems must be designed for operation by individuals with very limited experience with the specific training system. Therefore, designers have begun to integrate menu systems into the control schemes of simulations. While menus excel in providing an inexperienced user with easy access to system functionality, they must be properly designed in order to achieve maximum benefit to the user. Many menu-driven tasks must be performed simultaneously with other vital tasks; therefore it is important to develop a better understanding of the effects of divided attention on performance in a menu-driven application. Very little research has been directed toward understanding how menu design features interact with a decrease in available attentional resources due to division of attention across two or more simultaneous tasks. The current study examined the effects of adding an auditory discrimination secondary task to the primary task of interacting with a menu-driven interface. Differences were observed in the patterns of performance and subjective workload under task load among these interface designs. Contrary to previous research, the color coded menu design was not found to improve robustness to secondary task load, and yielded significantly higher subjective workload in the higher task load condition. Performance on the low density menu design was found to be particularly vulnerable to secondary task load, and this finding was reflected in higher subjective ratings of workload in the high task load condition. The grouped menu design, however, yielded no significant degradation in performance in the high task load condition, although significantly higher workload was observed under higher task load. These findings will be discussed in the context of attentional resource allocation, and design recommendations will be made with regard to menu systems intended for use in simulations.

2004 Paper No. 1815

 

 

 

Evolving Interactive Electronic Technical Manuals (IETMs) to Electronic Performance Support Systems (EPSS): Human Performance Considerations

 

Janet Cichelli

SI International, Inc.

Rockville, Maryland

 

Darrell Tatro, Lloyd Kleinman

US Navy Center for Surface Combat Systems

Dahlgren, Virginia

 

The Department of Defense community realizes that the availability of meaningful and accurate technical information is necessary to support the maintenance of defense systems. Recently, paper documentation has begun to be replaced with Interactive Electronic Technical Manuals (IETMs). IETMs are designed to enable a technician to walk through complex maintenance procedures in a logical sequence and provide detailed support for fault isolation and repair.

 

Because of their focus on performance aiding, IETMs are sometimes classified as an electronic performance support system (EPSS). However, the focus, design goals, construct, and performance outcomes differ significantly between an IETM and an EPSS. While higher-order (i.e., level 5) IETMs provide context filtering, where the display is driven by conditions that are controlled by variables and expressions, it still is focused primarily on documenting an equipment system. In contrast, an EPSS moves beyond the reference-based paradigm to provide a comprehensive electronic support environment that provides access to integrated performance-aiding tools, task structuring, decision aiding, and contextual access to structured knowledge within a job task framework.

 

Today’s emphasis on the development of standards to promote efficient IETM development overlooks several critical aspects of human usability and job task performance. Studies cite numerous insufficiencies with currently available IETMs (level 4 and 5), which can be effectively addressed by evolving IETM design to an EPSS paradigm.

 

The International Programs Directorate within the U.S. Navy’s Center for Surface Combat Systems, located in Dahlgren, Virginia, sponsored the development of a next-generation EPSS for the Aegis weapons system navigation and interface system as employed by the Japanese Maritime Self-Defense Force (JMSDF). The EPSS institutionalizes subject matter expert knowledge, leverages the availability of a synthetic skills trainer through the use of performance-augmented simulation, supports multiple contexts of use, employs dynamic hypertext capabilities to enhance textual content, and employs visualization techniques to support visual and spatial performance styles. This paper will discuss this evolutionary approach and discuss the benefits to be derived.

2004 Paper No. 1844

 

 

Application of Human Computer Interaction (HCI) Theory to Augmented Reality Simulation and Training

 

Tyler Waite 

Information in Place, Inc.

Bloomington, IN

 

Augmented reality (AR) can be employed in simulation technologies to present data in forms that range from information on a body-worn computer or head-worn display, to fully-immersive simulations. This flexibility offers the trainer the ability to support a wide range of skills training, and allows the support to be deployed in a variety of settings. However, as a relatively new form of simulation technology, the majority of the user research has focused on perception and performance issues, rather than on how AR could best be employed to support skill acquisition. This paper presents an overview of ecological interface design, distributed cognition, and activity theory, and examines how the application of insights derived from these theories could be applied to developing more robust and effective training applications using AR technology.

2004 Paper No. 1493

 

 

 

A Real-Time Hardware-in-the Loop Simulation Environment for Shipboard Control and Navigation Systems

 

Troy Nguyen, Lamar Davidson

Lockheed Martin, ST&S

Orlando, Florida

 

Rod Holland

Holland Engineering Consultants

Fort Collins, CO

 

Advances in software simulation tools have significantly affected the way in which complex and highly dynamic systems are designed and analyzed. Software tools that accommodate real-time and hardware-in-the-loop simulation provide the capability for designers to examine system architecture and operational philosophy, in addition to the ability to analyze and predict system performance prior to actual hardware and software implementation.  The discussion in this paper centers on a simulation environment that utilizes high-fidelity mathematical models and a human machine interface (HMI) for replicating shipboard systems with special emphasis on operational performance, situational awareness, and dynamic human-computer collaboration. The paper reviews the state of the practice in real-time, hardware-in-the-loop simulation and its application to shipboard control systems, and also addresses several technical issues including model fidelity, system interfaces, and HMI features. For design and analysis purposes, the level of fidelity in the system models is considered in order to assure the simulation is reasonably useful for examining system architecture, design features, and system operational performance. For systems having a large number of input/output signals where it is not practical to incorporate full hardware-in-the-loop simulation, different computer network interfaces are considered to facilitate implementation of large-scale dynamic simulations. The paper also discusses the importance of robust implementation of human-computer interfaces to provide realistic scenarios in which the system operators interact with the simulation models as though they are controlling and monitoring the real systems. A key consideration in HMI features is the ability to inject faults into the system models mimicking real-life, human-in-the-loop operations that can be used for operator training purposes. Core technologies facilitating the development of the simulation environment include component modeling methodologies, high-speed network communications, simulation hardware and software architecture, and graphical user interface tools for prototype development. Finally, an example is drawn from the area of ship propulsion and navigation systems, including an illustration of real-time control and monitoring of the ship platform.

2004 Paper No. 1750

 

 

 

Seeing the Labyrinth: Visualizing a DoD Training Support System of Systems

 

Hungria Berbesi, David A. Dryer 

Virginia Modeling, Analysis and Simulation Center (VMASC),
Old Dominion University

Norfolk VA 23529

 

There is a necessity to model the Army Training Support System in order to improve its businesses practices and the overall decision-making process. Visualization has been chosen as a primary tool to represent the Training Support System of systems. The reasons for this approach are based on the complexity of the system. The TSS is so complex that it challenges the human capability to comprehend different interrelationships, activity flows and processes in an integrated way. New tools are needed in order to support the comprehension of such a complex system. The central idea is that, given the characteristics of human visual perception, human performance can be improved by providing displays that allow better use of the efficient processes of perception and pattern recognition. Additionally, the appropriate design of such tools will reduce the load of cognitively intensive processes of memory, integration and inference. Perception and cognition theories are used to provide a solid foundation in order to develop an effective visualization tool, which should minimize the perceptual processing load and free the mind for cognitive processes needed of managers and decision makers. Appropriate integration of concepts from complex systems, enterprise architecture, and human factors theories is being done to develop a methodology for building complex system visualization tools. This emerging methodology is based on the development of an integrated theoretical framework and the validation of such a framework by experimental findings.

2004 Paper No. 1749

 

 

 

 

The Use of Interactive Map Based Displays for Teleportation in Virtual Environments

 

David L. Jones, Brian Goldiez 

Institute for Simulation and Training

Orlando, FL

 

As technology advances, new ways to interact with systems become available to system designers. One such advancement that is being used in various virtual environments today is the technique of using “teleportation” to navigate through environments. Teleportation is defined as the movement from one location in an environment to a distant location instantaneously. As with most technological advances, this technique has tremendous potential benefits (reduced travel time, less chance for navigation error) if used correctly. On the other hand, like many new techniques and technologies, if used incorrectly, the drawbacks can be just as great (inaccurate mental map development, chance of being lost increased).

 

The purpose of the following paper is twofold. First, based on the current literature and experimentation, it lays out guidelines for the design and use of teleportation systems within virtual environments. Secondly, it introduces a new interactive map-based teleportation technique which should be useful when there is a need for accurate mental map development within the virtual environment. The proposed system should allow for a totally interconnected environment while not taking away from the spatial learning component which is essential in most virtual environments.

2004 Paper No. 1878

 

 

 

What can DARWARS learn from the Game Industry about Communities?

 

Nathan Combs

BBN Technologies

Cambridge, MA

 

Jason Robar

Jason Robar Consulting

Issaquah, WA

 

Ethan Mollick

MIT

Cambridge, MA

 

Social network analysis is an exciting and promising tool used for community management with online games.  Can this also be applied to a DARWARS (Training Superiority) online training community? For example, will these communities be scale-free with "hub" users who disproportionately influence the training focus? How will these networks grow? We do not know, yet. But we do know that from the ongoing experiment of the online game world will come ideas and insights that will enable us to design and measure a DARWARS community.

 

DARWARS is a DARPA-funded effort to revolutionize training and increase military readiness by providing online practice combining a robust technical infrastructure with elements from computer-aided instruction, intelligent tutoring systems, and multiplayer games. The vision of DARWARS is to bring together trainees, trainers, subject matter experts across military echelons, geographic locations, as well as use-cases (training events, single participant after-hours, etc.) into an active community with different reinforcing interests: pedagogy, training, entertainment, and content creation. A challenge of DARWARS is to develop mutually supporting communities.

 

To forward our understanding of community, this paper will examine aspects of the online game world with which we expect our DARWARS community to share important properties. This paper will cite a number of illustrating lessons, related to community. In particular we will examine the content-creation role of community.

 

2004 Paper No. 1818