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- Title
- TRACTOR-TRAILER SIMULATION AND THE ASSESSMENT OF TRAINING SCENARIOS FOR CITY-DRIVING: SKILL BUILDING IN THE AREA OF LEFT AND RIGHT TURNS.
- Creator
-
Whitmire, James D., II, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
A simulated inner-city training scenario was found to increase skills in the area of turning when compared with a simulated off-track training scenario. To answer this question, two groups of ten participants (5 women and 5 men) were tested using three scripted scenarios focusing on left and right turns. The first training scenario (control group) is an off-track training scenario, which consists of a large asphalt lot and the use of orange cones; the second training scenario (experimental...
Show moreA simulated inner-city training scenario was found to increase skills in the area of turning when compared with a simulated off-track training scenario. To answer this question, two groups of ten participants (5 women and 5 men) were tested using three scripted scenarios focusing on left and right turns. The first training scenario (control group) is an off-track training scenario, which consists of a large asphalt lot and the use of orange cones; the second training scenario (experimental group) is an inner-city training scenario without the presence of vehicular traffic; and the third scenario (test scenario) is an inner-city scenario with the presence of vehicular traffic. A subject matter expert, who is also a former driver and trainer, evaluated and scored all participants on four critical turns (2 left and 2 rights). The apparatus used for this study was the V-sim non-motion simulator from General Electric (GE). A 2 x 4 factorial analysis was utilized to examine conditional differences as well as gender differences. While there were no gender differences, the results for overall turns were significant, F(1, 16) = 7.14, p = .017, η² = 3.09. The mean for the control group was (M = 20.50, SD = 9.59) with the experimental group at, (M = 31.10, SD = 7.26).
Show less - Date Issued
- 2004
- Identifier
- CFE0000001, ucf:46131
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000001
- Title
- EFFECT OF OPERATOR CONTROL CONFIGURATION ON UNMANNED AERIAL SYSTEM TRAINABILITY.
- Creator
-
Neumann, John, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
Unmanned aerial systems (UAS) carry no pilot on board, yet they still require live operators to handle critical functions such as mission planning and execution. Humans also interpret the sensor information provided by these platforms. This applies to all classes of unmanned aerial vehicles (UAV's), including the smaller portable systems used for gathering real-time reconnaissance during military operations in urban terrain. The need to quickly and reliably train soldiers to control small...
Show moreUnmanned aerial systems (UAS) carry no pilot on board, yet they still require live operators to handle critical functions such as mission planning and execution. Humans also interpret the sensor information provided by these platforms. This applies to all classes of unmanned aerial vehicles (UAV's), including the smaller portable systems used for gathering real-time reconnaissance during 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 equipped with forward and downward fixed cameras. Three aspects of the human-system interface were manipulated to assess the effects on manual control mastery and target detection. One factor was the input device. Participants used either a mouse or a specially programmed game controller (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, or present the imagery from both cameras simultaneously in separate windows. The primary dependent variables included: 1) time to complete assigned missions, 2) number of collisions, 3) number of targets detected, and 4) operator workload. In general, operator performance was better with the game controller than with the mouse, but significant improvement in time to complete occurred over repeated trials regardless of the device used. Time to complete missions was significantly faster with the game controller, and operators also detected more targets without any significant differences in workload compared to mouse users. Workload on repeated trials decreased with practice, and spatial ability was a significant covariate of workload. Lower spatial ability associated with higher workload scores. In addition, demographic data including computer usage and video gaming experience were collected and analyzed, and correlated with performance. Higher video gaming experience was also associated with lower workload.
Show less - Date Issued
- 2006
- Identifier
- CFE0001496, ucf:47080
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001496
- Title
- THE EFFECT OF IN-VEHICLE WARNING SYSTEMS ON DRIVERRESPONSE IN WORK ZONES.
- Creator
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Whitmire II, James, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
This research investigated the effectiveness of in-vehicle information technologies on driver behavior in work zones. In-vehicle information devices can increase driver awareness to an oncoming change in traffic flow and provide specific guidelines for driving speed requirements, lane merging strategies, or unexpected changes in the roadway (e.g., detours and lane shifts). The overall conditional effects for vehicle speed are significant; that is, both the audio and visual groups out...
Show moreThis research investigated the effectiveness of in-vehicle information technologies on driver behavior in work zones. In-vehicle information devices can increase driver awareness to an oncoming change in traffic flow and provide specific guidelines for driving speed requirements, lane merging strategies, or unexpected changes in the roadway (e.g., detours and lane shifts). The overall conditional effects for vehicle speed are significant; that is, both the audio and visual groups out performed the control group within the simulated work zone. Participants in audio group did outperform the visual group, not significantly though. The overall conditional effects for total time in violation are significant; that is, both the audio and visual groups out performed the control group. The test session results for Total Time in Violation were statistically significant, F(2, 57) = 7.17, p < .01. The strength of relationship between the warning messages and the Total Time in Violation with regular road signage, as assessed by η2 , was strong, the warning message factor accounting for 20% of the variance of the dependent variable.
Show less - Date Issued
- 2007
- Identifier
- CFE0001589, ucf:47112
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001589
- Title
- ON THE INCORPORATION OF THE PERSONALITY FACTORS INTO CROWD SIMULATION.
- Creator
-
Jaganathan, Sivakumar, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
Recently, a considerable amount of research has been performed on simulating the collective behavior of pedestrians in the street or people finding their way inside a building or a room. Comprehensive reviews of the state of the art can be found in Schreckenberg and Deo (2002) and Batty, M., DeSyllas, J. and Duxbury, E. (2003). In all these simulation studies, one area that is lacking is accounting for the effects of human personalities on the outcome. As a result, there is a growing emphasis...
Show moreRecently, a considerable amount of research has been performed on simulating the collective behavior of pedestrians in the street or people finding their way inside a building or a room. Comprehensive reviews of the state of the art can be found in Schreckenberg and Deo (2002) and Batty, M., DeSyllas, J. and Duxbury, E. (2003). In all these simulation studies, one area that is lacking is accounting for the effects of human personalities on the outcome. As a result, there is a growing emphasis on researching the effects of human personalities and adding the results to the simulations to make them more realistic. This research investigated the possibility of incorporating personality factors into the crowd simulation model. The first part of this study explored the extraction of quantitative crowd motion from videos and developed a method to compare real video with the simulation output video. Several open source programs were examined and modified to obtain optical flow measurements from real videos captured at sporting events. Optical flow measurements provide information such as crowd density, average velocity with which individuals move in the crowd, as well as other parameters. These quantifiable optical flow calculations provided a strong method for comparing simulation results with those obtained from video footage captured in real life situations. The second part of the research focused on the incorporation of the personality factors into the crowd simulation. Existing crowd models such as HelbingU-Molnár-Farkas-Vicsek (HMFV) do not take individual personality factors into account. The most common approach employed by psychologists for studying personality traits is the Big Five factors or dimensions of personality (NEO: Neuroticism, Extroversion, Openness, Agreeableness and Conscientiousness). iii In this research forces related to the personality factors were incorporated into the crowd simulation models. The NEO-based forces were incorporated into an existing HMFV simulated implemented in the MASON simulation framework. The simulation results were validated using the quantification procedures developed in the first phase. This research reports on a major expansion of a simulation of pedestrian motion based on the model (HMFV) by Helbing, D., I. J. Farkas, P. Molnár, and T. Vicsek (2002). Example of actual behavior such as a crowd exiting church after service were simulated using NEO-based forces and show a striking resemblance to actual behavior as rated by behavior scientists.
Show less - Date Issued
- 2007
- Identifier
- CFE0001771, ucf:47276
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001771
- Title
- PHYSICALLY-BASED VISUALIZATION OF RESIDENTIAL BUILDING DAMAGE PROCESS IN HURRICANE.
- Creator
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Liao, Dezhi, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
This research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses Quick Collision Response Calculation. This is an iterative method, which can tune the accuracy and the performance to calculate collision response between building components. Secondly, the damage...
Show moreThis research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses Quick Collision Response Calculation. This is an iterative method, which can tune the accuracy and the performance to calculate collision response between building components. Secondly, the damage process is designed as a Time-scalable Process. By attaching a damage time tag for each building component, the visualization process is treated as a geometry animation allowing users to navigate in the visualization. The detached building components move in response to the wind force that is calculated using qualitative rather than quantitative techniques. The results are acceptable for instructional systems but not for engineering analysis. Quick Damage Prediction is achieved by using a database query instead of using a Monte-Carlo simulation. The database is based on HAZUS® engineering analysis data which gives it validity. A reasoning mechanism based on the definition of the overall building damage in HAZUS® is used to determine the damage state of selected building components including roof cover, roof sheathing, wall, openings and roof-wall connections. Exposure settings of environmental aspects of the simulated environment, such as ocean, trees, cloud and rain are integrated into a scene-graph based graphics engine. Based on the graphics engine and the physics engine, a procedural modeling method is used to efficiently render residential buildings. The resulting program, Hurricane!, is an instructional program for public education useful in schools and museum exhibits.
Show less - Date Issued
- 2007
- Identifier
- CFE0001609, ucf:47190
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001609
- Title
- REAL-TIME TREE SIMULATION USING VERLET INTEGRATION.
- Creator
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Manavi, Bobak, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
One of the most important challenges in real-time simulation of large trees and vegetation is the vast number of calculations required to simulate the interactions between all the branches in the tree when external forces are applied to it. This paper will propose the use of algorithms employed by applications like cloth and soft body simulations, where objects can be represented by a finite system of particles connected via spring-like constraints, for the structural representation and...
Show moreOne of the most important challenges in real-time simulation of large trees and vegetation is the vast number of calculations required to simulate the interactions between all the branches in the tree when external forces are applied to it. This paper will propose the use of algorithms employed by applications like cloth and soft body simulations, where objects can be represented by a finite system of particles connected via spring-like constraints, for the structural representation and manipulation of trees in real-time. We will then derive and show the use of Verlet integration and the constraint configuration used for simulating trees while constructing the necessary data structures that encapsulate the procedural creation of these objects. Furthermore, we will utilize this system to simulate branch breakage due to accumulated external and internal pressure.
Show less - Date Issued
- 2007
- Identifier
- CFE0001802, ucf:47381
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001802
- Title
- VOICE TRACK COMPUTER BASED SIMULATION FOR MEDICAL TRAINING.
- Creator
-
Makwana, Alpesh, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
Varying the delivery rate of audio-based text within web-based training increases the effectiveness of the learning process and improves retention when compared with a fixed audio-based text delivery rate. To answer this question, two groups of 20 participants and one group of 10 participants were tested using the Web-based Anatomy & Physiology course modules developed by Medsn, Inc. The control group received the static speed of 128 words per minute while the experimental group received the...
Show moreVarying the delivery rate of audio-based text within web-based training increases the effectiveness of the learning process and improves retention when compared with a fixed audio-based text delivery rate. To answer this question, two groups of 20 participants and one group of 10 participants were tested using the Web-based Anatomy & Physiology course modules developed by Medsn, Inc. The control group received the static speed of 128 words per minute while the experimental group received the initial speed of 128 words per minute with the option to change the speed of the audio-based text. An additional experimental group received the initial speed of 148 words per minute also having the option to vary the speed of the audio-based text. A three way single variable Analysis of Variance (ANOVA) was utilized to examine speed of voice presentation differences. The results were significant, F (2, 47) = 4.67, p=0.014, ç2 = 0.166. The mean for the control group was (M = 7.2, SD = 1.69) with the experimental groups at, (M = 8.4, SD = 1.31) and with extra groups at (M = 8.6, SD = 1.26).
Show less - Date Issued
- 2005
- Identifier
- CFE0000639, ucf:46533
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000639
- Title
- THE DEVELOPMENT OF A DISMOUNTED INFANTRY EMBEDDED TRAINER WITH AN INTELLIGENT TUTOR SYSTEM.
- Creator
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Sims, Jason, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
The dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier's teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the...
Show moreThe dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier's teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the tasks assessed as well as the features of the system. Soldiers were also surveyed on tasks they felt needed to be added to the tutoring functions of the system. The intelligent tutor system and training in virtual reality was generally accepted by the participants. The general consensus was the technology needed additional refinement to provide a better training environment. Most felt that working with Semi-Automated Forces (SAF) entities made the scenario more difficult to execute. The parameters established for successful completion of the movement and reporting tasks were too strict and hindered the experience for the participant. Locomotion is another aspect that deserves further research. Moving the locomotion controls to the feet would free the soldier from having to accomplish multiple tasks with only two hands. Future research should concentrate on locomotion methods and controls, as well as only using human participants for all unit members.
Show less - Date Issued
- 2006
- Identifier
- CFE0000986, ucf:46717
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000986
- Title
- EFFECTS OF CONTENT AUGMENTATION STRATEGIES IN AN INSTRUCTIONAL VIRTUAL ENVIRONMENT.
- Creator
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Hamilton, Roger, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
Content augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments....
Show moreContent augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments. The VE experiment examined the effectiveness and efficiency impact of six different content augmentation strategies which overlayed different content augmentation objects onto four immersive VE scenarios. Sixty university students, 40 men and 20 women, executed three CAS-enhanced training missions and one no-CAS test mission. The task involved the recall and correct application of specific rules for three subtasks of a military helicopter landing zone scouting mission. The strategies included a no-strategy control condition, an arrow condition, an audio coaching condition, a text coaching condition, an arrow plus audio coaching condition, and an arrow plus text coaching condition. Statistical and decision analyses were conducted on the effectiveness and efficiency performance data. Statistically significant differences were found which supported the general superiority of the audio content augmentation strategy for these tasks. This dissertation may be the first use of a decision analysis approach for analyzing the results of behavioral data for instructional design decisions. The decision analysis approach used decision trees, simulation and optimization to obtain content augmentation strategy rankings. As this approach is normally used for course of action analysis and comparing alternative system configurations, the validity of this approach in this context has yet to be determined. The decision analysis approach obtained plausible and similar, but not identical recommendations to the statistical approach. The decision analysis approach may constitute a limited instantiation of a proposed optimal stimulus set instructional design model which conceptually framed the experiment. Training guideline recommendations, experimental procedure recommendations, and a comprehensive framework for future research are also presented.
Show less - Date Issued
- 2005
- Identifier
- CFE0000884, ucf:46638
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000884
- Title
- INTEGRATION OF COMPUTER-BASED VIRTUAL CHECK RIDE SYSTEM PRE-TRIP INSPECTION IN COMMERICAL DRIVER LICENSE TRAINING PROGRAM.
- Creator
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Makwana, Alpesh, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
Pre-Trip Inspection of the truck and trailer is one of the components of the current Commercial Driver's License (CDL) test. This part of the CDL test checks the ability of the student to identify the important parts of the commercial vehicle and their potential defects. The Virtual Check Ride System (VCRS), a computer-based application, is an assessment and feedback tool that mirrors the inspection component of the actual CDL. The VCRS has provided an after action review (AAR) via a...
Show morePre-Trip Inspection of the truck and trailer is one of the components of the current Commercial Driver's License (CDL) test. This part of the CDL test checks the ability of the student to identify the important parts of the commercial vehicle and their potential defects. The Virtual Check Ride System (VCRS), a computer-based application, is an assessment and feedback tool that mirrors the inspection component of the actual CDL. The VCRS has provided an after action review (AAR) via a feedback session that helps in identifying and correcting drivers' skill in inspecting parts and for overall safety. The purpose of this research is to determine the effectiveness of the VCRS in truck driving training programs. An experimental study was conducted with truck driving students at Mid Florida Tech, located in Orlando, Florida. The students were divided into control and experimental groups. Students in the both groups received regular training provided by Mid Florida Tech. The experimental group received additional training by making use of the VCRS. A total of three paper-based tests were given to all subjects during first three weeks; one test at the end of a week. Both groups were given the same paper-based tests. A two-way analysis of variance was conducted to evaluate the effect of the VCRS in the experimental group. This analysis found a significant difference between control and experimental groups. This effect showed that the students in the experimental group increased their performance by using VCRS. Moreover, there was a main effect in the scores of each week. However, there was not an interaction between the two factors. Follow up Post Hoc tests were conducted to evaluate the pair-wise differences among the means of the test week factors using a Tukey HSD test. These Post Hoc comparisons indicated that the mean score for the third week's test scores were significantly better than the first week's test score in the experimental group. It was concluded that the VCRS facilitated learning for the experimental group and that learning also occurred for both groups as a result of repeated testing.
Show less - Date Issued
- 2009
- Identifier
- CFE0002926, ucf:47992
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002926
- Title
- CELL PHONE DISTRACTION: ANALYSIS OF MOTOR RESPONSE IN A SIMULATED DRIVING ENVIRONMENT.
- Creator
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Ravishankar, Anusha, Kincaid, Dr.J.Peter, University of Central Florida
- Abstract / Description
-
Does the use of a cell phone while driving influence the driver's ability to execute a proper turn?Is there difference between genders pertaining to motor skill while driving in a simulated driving environment? To find the answers to these questions, three groups of ten participants (5 women and 5 men)each were tested using a scripted test scenario focusing on left and right turns. The participantswere made to drive through a test scenario to get used to the driving simulator. The scenario...
Show moreDoes the use of a cell phone while driving influence the driver's ability to execute a proper turn?Is there difference between genders pertaining to motor skill while driving in a simulated driving environment? To find the answers to these questions, three groups of ten participants (5 women and 5 men)each were tested using a scripted test scenario focusing on left and right turns. The participantswere made to drive through a test scenario to get used to the driving simulator. The scenario for the experimental group was an inner-city training scenario with the presence of vehicular trafficand the main focus area was on six critical turns (3 left and 3 rights). The apparatus used for this study was the "Patrol Simulator" built by GE Driver Development. A 2 (Gender) x 3 (Cell phone condition) between subjects design was used to assess the differences in mean driving performance between gender (male and female) at 3 cell phone conditions (No Phone, Phone No Conversation, Phone with Conversation). The study verified that cell phone use while driving would adversely affects a driver's ability to perform turns, and showed that gender plays a role in this effect. However, it did confirm that gender does not play any role in a person's overall ability to drive.
Show less - Date Issued
- 2004
- Identifier
- CFE0000084, ucf:46149
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000084
- Title
- The Hammer or the Anvil: Developing Operational Adaptability through Simulations at the Tactical Level.
- Creator
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Mccarthy, Michael, Kincaid, John, Smith, Peter, Maxwell, Douglas, University of Central Florida
- Abstract / Description
-
Operational Adaptability is a vital characteristic identified by senior Army leaders in today's military force. The U.S. Army is struggling with the definition and training of operational adaptability at the tactical level. In order to be a critical enhancement to the operational mission, operational adaptability needs to be trained through a training model that supports current U.S. Army doctrine. To develop a base foundation of operational adaptability, Soldiers must train as a collective...
Show moreOperational Adaptability is a vital characteristic identified by senior Army leaders in today's military force. The U.S. Army is struggling with the definition and training of operational adaptability at the tactical level. In order to be a critical enhancement to the operational mission, operational adaptability needs to be trained through a training model that supports current U.S. Army doctrine. To develop a base foundation of operational adaptability, Soldiers must train as a collective unit in a simulated operational environment in order to apply characteristics of operational adaptability.
Show less - Date Issued
- 2016
- Identifier
- CFE0006536, ucf:51353
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006536
- Title
- A Simulation-Based Task Analysis using Agent-Based, Discrete Event and System Dynamics simulation.
- Creator
-
Angelopoulou, Anastasia, Karwowski, Waldemar, Kincaid, John, Xanthopoulos, Petros, Hancock, Peter, University of Central Florida
- Abstract / Description
-
Recent advances in technology have increased the need for using simulation models to analyze tasks and obtain human performance data. A variety of task analysis approaches and tools have been proposed and developed over the years. Over 100 task analysis methods have been reported in the literature. However, most of the developed methods and tools allow for representation of the static aspects of the tasks performed by expert system-driven human operators, neglecting aspects of the work...
Show moreRecent advances in technology have increased the need for using simulation models to analyze tasks and obtain human performance data. A variety of task analysis approaches and tools have been proposed and developed over the years. Over 100 task analysis methods have been reported in the literature. However, most of the developed methods and tools allow for representation of the static aspects of the tasks performed by expert system-driven human operators, neglecting aspects of the work environment, i.e. physical layout, and dynamic aspects of the task. The use of simulation can help face the new challenges in the field of task analysis as it allows for simulation of the dynamic aspects of the tasks, the humans performing them, and their locations in the environment. Modeling and/or simulation task analysis tools and techniques have been proven to be effective in task analysis, workload, and human reliability assessment. However, most of the existing task analysis simulation models and tools lack features that allow for consideration of errors, workload, level of operator's expertise and skills, among others. In addition, the current task analysis simulation tools require basic training on the tool to allow for modeling the flow of task analysis process and/or error and workload assessment. The modeling process is usually achieved using drag and drop functionality and, in some cases, programming skills.This research focuses on automating the modeling process and simulating individuals (or groups of individuals) performing tasks in a dynamic work environment in any domain. The main objective of this research is to develop a universal tool that allows for modeling and simulation of task analysis models in a short amount of time with limited need for training or knowledge of modeling and simulation theory. A Universal Task Analysis Simulation Modeling (UTASiMo) tool can be used for automatically generating simulation models that analyze the tasks performed by human operators. UTASiMo is a multi-method modeling and simulation tool developed as a combination of agent-based, discrete event, and system dynamics simulation models. A generic multi-method modeling and simulation framework, named 3M(&)S Framework, as well as the Unified Modeling Language have been used for the design of the conceptual model and the implementation of the simulation tool. UTASiMo-generated models are dynamically created during run-time based on user inputs. The simulation results include estimations of operator workload, task completion time, and probability of human errors based on human operator variability and task structure.
Show less - Date Issued
- 2015
- Identifier
- CFE0006252, ucf:51040
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006252
- Title
- Impacts of Complexity and Timing of Communication Interruptions on Visual Detection Tasks.
- Creator
-
Stader, Sally, Mouloua, Mustapha, Hancock, Peter, Neider, Mark, Kincaid, John, University of Central Florida
- Abstract / Description
-
Auditory preemption theory suggests two competing assumptions for the attention-capturing and performance-altering properties of auditory tasks. In onset preemption, attention is immediately diverted to the auditory channel. Strategic preemption involves a decision process in which the operator maintains focus on more complex auditory messages. The limitation in this process is that the human auditory, or echoic, memory store has a limit of 2 to 5 seconds, after which the message must be...
Show moreAuditory preemption theory suggests two competing assumptions for the attention-capturing and performance-altering properties of auditory tasks. In onset preemption, attention is immediately diverted to the auditory channel. Strategic preemption involves a decision process in which the operator maintains focus on more complex auditory messages. The limitation in this process is that the human auditory, or echoic, memory store has a limit of 2 to 5 seconds, after which the message must be processed or it decays. In contrast, multiple resource theory suggests that visual and auditory tasks may be efficiently time-shared because two different pools of cognitive resources are used. Previous research regarding these competing assumptions has been limited and equivocal. Thus, the current research focused on systematically examining the effects of complexity and timing of communication interruptions on visual detection tasks. It was hypothesized that both timing and complexity levels would impact detection performance in a multi-task environment. Study 1 evaluated the impact of complexity and timing of communications occurring before malfunctions in an ongoing visual detection task. Twenty-four participants were required to complete each of the eight timing blocks that included simple or complex communications occurring simultaneously, and at 2, 5, or 8 seconds before detection events. For simple communications, participants repeated three pre-recorded words. However, for complex communications, they generated three words beginning with the same last letter of a word prompt. Results indicated that complex communications at two seconds or less occurring before a visual detection event significantly impacted response time with a 1.3 to 1.6 second delay compared to all the other timings. Detection accuracy for complex communication tasks under the simultaneous condition was significantly degraded compared to simple communications at five seconds or more prior to the task. This resulted in a 20% decline in detection accuracy. Additionally, participants' workload ratings for complex communications were significantly higher than simple communications. Study 2 examined the timing of communications occurring at the corresponding seconds after the visual detection event. Twenty-four participants were randomly assigned to the communication complexity and timing blocks as in study 1. The results did not find significant performance effects of timing or complexity of communications on detection performance. However the workload ratings for the 2 and 5 second complex communication presentations were higher compared to the same simple communication conditions. Overall, these findings support the strategic preemption assumption for well-defined, complex communications. The onset preemption assumption for simple communications was not supported. These results also suggest that the boundaries of the multiple resource theory assumption may exist up to the limits of the echoic memory store. Figures of merit for task performance under the varying levels of timing and complexity are presented. Several theoretical and practical implications are discussed.
Show less - Date Issued
- 2014
- Identifier
- CFE0005420, ucf:50415
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005420
- Title
- The Perception and Measurement of Human-Robot Trust.
- Creator
-
Schaefer, Kristin, Hancock, Peter, Jentsch, Florian, Kincaid, John, Reinerman, Lauren, Billings, Deborah, Lee, John, University of Central Florida
- Abstract / Description
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As robots penetrate further into the everyday environments, trust in these robots becomes a crucial issue. The purpose of this work was to create and validate a reliable scale that could measure changes in an individual's trust in a robot. Assessment of current trust theory identified measurable antecedents specific to the human, the robot, and the environment. Six experiments subsumed the development of the 40 item trust scale. Scale development included the creation of a 172 item pool. Two...
Show moreAs robots penetrate further into the everyday environments, trust in these robots becomes a crucial issue. The purpose of this work was to create and validate a reliable scale that could measure changes in an individual's trust in a robot. Assessment of current trust theory identified measurable antecedents specific to the human, the robot, and the environment. Six experiments subsumed the development of the 40 item trust scale. Scale development included the creation of a 172 item pool. Two experiments identified the robot features and perceived functional characteristics that were related to the classification of a machine as a robot for this item pool. Item pool reduction techniques and subject matter expert (SME) content validation were used to reduce the scale to 40 items. The two final experiments were then conducted to validate the scale. The finalized 40 item pre-post interaction trust scale was designed to measure trust perceptions specific to HRI. The scale measured trust on a 0-100% rating scale and provides a percentage trust score. A 14 item sub-scale of this final version of the test recommended by SMEs may be sufficient for some HRI tasks, and the implications of this proposition were discussed.
Show less - Date Issued
- 2013
- Identifier
- CFE0004931, ucf:49634
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004931
- Title
- Cooperative vs Competitive Goals in Educational Video Games.
- Creator
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Smith, Peter, Bowers, Clint, McDaniel, Thomas, Kincaid, John, Cannon-Bowers, Janis, University of Central Florida
- Abstract / Description
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The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve...
Show moreThe concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should improve motivation, time on task, motivation to learn, and a litany of other benefits based primarily on the thought that what works in an entertainment game will work in a learning game. Unfortunately, this might not always be the case. For example, a commonly held misconception in learning games is that competition will motivate learner to succeed, as it motivates players of an entertainment game to continue to play. This is, however, not well supported by the learning science literature. Cooperative goal structures commonly lead to increased motivation to learn as well as improved learning outcomes when compared to competition. This research seeks to provide a framework to view games for learning and more specifically explore the structure of challenge in the context of cooperative and competitive goal structures, as well as explore the use of the word game and how it could possibly modify the expectations of the learner.
Show less - Date Issued
- 2012
- Identifier
- CFE0004603, ucf:49913
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004603
- Title
- NEUROERGONOMICS STUDY: ANALYSIS OF BRAIN EEG's ACTIVITY DURING MANUAL LIFTING TASKS.
- Creator
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Aljuaid, Awad, Xanthopoulos, Petros, Karwowski, Waldemar, Hancock, Peter, McCauley, Pamela, Lee, Gene, Kincaid, John, University of Central Florida
- Abstract / Description
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Electroencephalography (EEG) has been shown to be a reliable tool in neuroergonomics studies due to the relatively low cost of brain data collection and limited body invasion. The application of EEG frequency bands (including theta, alpha and beta), enjoyed a wide range of interest in physical and cognitive ergonomics. The psychophysical approach has been used for decades to improve safe work practices by understanding human limitations in manual materials handling. The main objective of this...
Show moreElectroencephalography (EEG) has been shown to be a reliable tool in neuroergonomics studies due to the relatively low cost of brain data collection and limited body invasion. The application of EEG frequency bands (including theta, alpha and beta), enjoyed a wide range of interest in physical and cognitive ergonomics. The psychophysical approach has been used for decades to improve safe work practices by understanding human limitations in manual materials handling. The main objective of this research project was to study the brain's EEG activity expressed by the power spectral density during manual lifting tasks related to: 1) the maximum acceptable weight of lift (MAWL) and 2) isokinetic and isometric lifting strength tests measurement outcomes. The first study investigated the changes in EEG power spectral density during determination of MAWL under low, medium, and high lifting frequencies. A high-density wireless dry cell EEG device has been used to record EEG signals. Twenty healthy males participated in this study. Subjects repeated the same experiment after two weeks. Analysis of variance (ANOVA) showed significant differences in EEG power spectral density between different lifting frequencies at three main brain areas (frontal, central, and parietal). The second study revealed differences in brain activities during isokinetic and isometric strength measurements, based on the recording and analysis of EEG power spectral density. This research project is the first study of EEG activity during manual lifting tasks, including the assessment of MAWL by the psychophysical method, as well as the measurement of human isokinetic and isometric strengths. The results of this project are considered critical to our increased understanding of the neural correlates of human physical activities, and consequently should have a positive impact on workplace design that considers brain activity related to specific human capabilities and limitations in manual lifting tasks.
Show less - Date Issued
- 2016
- Identifier
- CFE0006067, ucf:50996
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006067