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- Title
- COGNITIVE TRAINING TRANSFER USING A PERSONAL COMPUTER-BASED GAME:A CLOSE QUARTERS BATTLE CASE STUDY.
- Creator
-
Woodman, Michael, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Developers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the...
Show moreDevelopers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the desired transfer of skills to the actual environment. Numerous studies over the past ten years have documented that PC-based simulation training environments can offer effective training for certain types of training, especially aircraft piloting tasks. Desktop games have been evaluated from a case study approach for use in aviation training (Proctor, et al., 2004) and education planning and evaluating small unit tactics) (Proctor, et al., 2002) with positive results. Based on the review of selected studies in this area, PC-based simulator platforms have been found to have a positive training impact on cognitive skills (as opposed to psycho-motor skills). Specifically, the literature review has identified that skill sets involved in team resource management, intra- and inter-team coordination, and tactical team maneuvers have been shown to benefit from the use of PC-based simulation training. The purpose of this research was to evaluate the training transfer associated with a Tactical Decision-making game, using Close Combat: First to Fight as a case study. The null hypothesis tested was that traditional field training is equivalent to virtual training combined with field training. Measurements of the subjects' performance in live training were recorded. Additionally, self assessment questionnaires were administered.
Show less - Date Issued
- 2006
- Identifier
- CFE0001023, ucf:46800
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001023
- Title
- MODELING THE INFLUENCES OF PERSONALITY PREFERENCES ON THE SELECTION OF INSTRUCTIONAL STRATEGIES ININTELLIGENT TUTORING SYSTEMS.
- Creator
-
Sottilare, Robert, Proctor, Michael, University of Central Florida
- Abstract / Description
-
This thesis hypothesizes that a method for selecting instructional strategies (specifically media) based in part on a relationship between learning style preference and personality preference provides more relevant and understandable feedback to students and thereby higher learning effectiveness. This research investigates whether personality preferences are valid predictors of learning style preferences. Since learning style preferences are a key consideration in instructional strategies and...
Show moreThis thesis hypothesizes that a method for selecting instructional strategies (specifically media) based in part on a relationship between learning style preference and personality preference provides more relevant and understandable feedback to students and thereby higher learning effectiveness. This research investigates whether personality preferences are valid predictors of learning style preferences. Since learning style preferences are a key consideration in instructional strategies and instructional strategies are a key consideration in learning effectiveness, this thesis contributes to a greater understanding of the relationship between personality preferences and effective learning in intelligent tutoring systems (ITS). This research attempts to contribute to the goal of a "truly adaptive ITS" by first examining relationships between personality preferences and learning style preferences; and then by modeling the influences of personality on learning strategies to optimize feedback for each student. This thesis explores the general question "what can personality preferences contribute to learning in intelligent tutoring systems?" So, why is it important to evaluate the relationship between personality preferences and learning strategies in ITS? "While one-on-one human tutoring is still superior to ITS in general, this approach is idiosyncratic and not feasible to deliver to [any large population] in any cost-effective manner." (Loftin, 2004). Given the need for ITS in large, distributed populations (i.e. the United States Army), it is important to explore methods of increasing ITS performance and adaptability. Findings of this research include that the null hypothesis that "there is no dependency between personality preference variables and learning style preference variables" was partly rejected. Highly significant correlations between the personality preferences, openness and extraversion, were established for both the active-reflective and sensing-intuitive learning style preferences. Discussion of other relationships is provided.
Show less - Date Issued
- 2006
- Identifier
- CFE0001403, ucf:47074
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001403
- Title
- DEVELOPMEMNT OF A MODELING AND SIMULATION TRAINING NEEDS MODEL FOR SELECTED DEFENSE ACQUISITION WORKFORCE COMMUNITIES.
- Creator
-
PEH, LIK CHUN, PROCTOR, MICHAEL, University of Central Florida
- Abstract / Description
-
The DoD Modeling and Simulation Steering Committee (M&S SC) identified Modeling and Simulation (M&S) as an educational objective for the Acquisition, Technology and Logistics (AT&L) workforce. Notably, past usages of M&S in system acquisitions for both DoD and commercial industry have demonstrated improvements in efficiency and effectiveness over traditional acquisition techniques. However, to achieve expected and consistent performance by this workforce in these new techniques, the M&S...
Show moreThe DoD Modeling and Simulation Steering Committee (M&S SC) identified Modeling and Simulation (M&S) as an educational objective for the Acquisition, Technology and Logistics (AT&L) workforce. Notably, past usages of M&S in system acquisitions for both DoD and commercial industry have demonstrated improvements in efficiency and effectiveness over traditional acquisition techniques. However, to achieve expected and consistent performance by this workforce in these new techniques, the M&S essential skill requirements for this workforce may be extensive. This research aims to validate the content and level of competency in selected M&S tools and technology necessary for consistent workforce performance. The notion here is to achieve greater efficiency and effectiveness in the acquisition process through thresholds of competency that must be resident in or available to the acquisition workforce. This research proposes a matrix of training objectives and levels of competency for portions of the AT&L workforce that was validated through survey by individuals who are leading experts in both M&S and acquisition. This effort combines rigorously defined learning objectives and parameters by academia with practical learning insights from the military and industry ground perspectives. The resultant Joint Learning Model aims to identify the workforce educational foundations necessary to achieve more widespread efficiency and effectiveness in current and future DoD acquisitions.
Show less - Date Issued
- 2008
- Identifier
- CFE0002110, ucf:47536
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002110
- Title
- IDENTIFICATION AND SUITABILITY OF A NON-ANTHROPOMORPHIC META-LANGUAGE FRAMEWORK IN MILITARY APPLICATIONS.
- Creator
-
Cardona, Gilbert, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Humans carry mental models concerning the behaviors, looks, and operation of products, tools, and items used in their daily lives. When these items do not fit a user's conceptual model confusion and inefficiency occur. There are four basic types of mental models based on interactive activities: 1) instructing, 2) conversing, 3) manipulating and navigating, and 4) exploring and browsing. This thesis will focus on the conversing conceptual model and its application to communications between...
Show moreHumans carry mental models concerning the behaviors, looks, and operation of products, tools, and items used in their daily lives. When these items do not fit a user's conceptual model confusion and inefficiency occur. There are four basic types of mental models based on interactive activities: 1) instructing, 2) conversing, 3) manipulating and navigating, and 4) exploring and browsing. This thesis will focus on the conversing conceptual model and its application to communications between human-agent teams to best fit a user's mental model for that communication. A non-anthropomorphic framework does not exist for use in military applications such as; target detection, nuclear, biological, and chemical agent detection, and explosive ordinance disposal. As agents become increasingly autonomous and complex in the currently military working environment an effective and un-confusing non-anthropomorphic meta-language framework must be explored and developed to fulfill the need for human-agent communications. The meta-language framework may consist of visual and audio cues as pose, motion, color, and non-speech sounds. This thesis will attempt to identify and evaluate a non-anthropomorphic framework of communications between human-human, human-agents, and agent-agent teams that will maximize the effectiveness of the communications in terms of efficiency and interpretation.
Show less - Date Issued
- 2007
- Identifier
- CFE0001687, ucf:47216
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001687
- Title
- ASSESSMENT OF THE CONTRIBUTION OF GAME-BASED SIMULATION IN THE ADVANCEMENT OF INDIVIDUAL SOLDIER INTELLIGENCE GATHERING SKILLS.
- Creator
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Wiley, Carlos, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Self-directed Learning Internet Modules based on gaming technology are making tremendous strides as tools to current training system for our military services. Currently, the US Army is testing the Every Soldier is a Sensor Simulation software (ES3) as part of the Every Soldiers a Sensor program that focuses on intelligence gathering and maintaining situational awareness. The primary training goal of this simulation is the training of individual soldiers on conducting "Active Surveillance"...
Show moreSelf-directed Learning Internet Modules based on gaming technology are making tremendous strides as tools to current training system for our military services. Currently, the US Army is testing the Every Soldier is a Sensor Simulation software (ES3) as part of the Every Soldiers a Sensor program that focuses on intelligence gathering and maintaining situational awareness. The primary training goal of this simulation is the training of individual soldiers on conducting "Active Surveillance" and "Threat Indicator Identification" where the soldier is an active participant in the process. Traditional training in intelligence gathering is based largely on cold war models. As a direct result of post 9 -11 activities and the Global War on Terrorism, changes to our process for intelligence gathering are continuing to be made to meet the challenges of the asymmetrical battlefield. This thesis assesses the contribution of game-based simulation in the advancement of individual soldier intelligence gathering skills by investigating performance as it relates to information processing, self-directed learning, and transfer. Specifically, this research will examine whether various combinations of directed and self-directed learning modules enhance soldier performance during intelligence gathering operations by determining the time, proportion of correct detections, weighted significance of detections, and accuracy of detections while participating in a live threat indicator lane as part of an experiment. The assessment is from a user and expert evaluator perspective and may be used to improve current and future gaming applications associated with individual training and intelligence gathering.
Show less - Date Issued
- 2007
- Identifier
- CFE0001686, ucf:47194
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001686
- Title
- EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTIVE CHARACTERISTICS.
- Creator
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Sotomayor, Teresita, Proctor, Michael, University of Central Florida
- Abstract / Description
-
The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a...
Show moreThe use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearly all the reduction in overall mortality rate occurred through reduced mortality in Hospital Chain. As of 1970, about 90 percent of all combat deaths occur before a casualty reaches a definitive care facility. Tactical Combat Casualty Care (TCCC), also known as TC3, is the pre-hospital care rendered to a casualty in a combat environment. The application of TCCC principles during a tactical combat environment has proven highly effective and is a major reason why combat deaths in latest conflicts (Operation Iraqi Freedom and Operation Enduring Freedom) are lower than in any other conflict in the history of the United States. The Army continues to emphasize reducing battlefield mortality rate. Current tools and methods used for initial skills and sustainment training of combat medics throughout the Army are insufficient. New technologies are needed to provide medics with greater opportunities to develop and test their decision making and technical medical skills in multiple, COE-relevant, training scenarios. In order to address some of these requirements, the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) is developing the 68W Tactical Combat Casualty Care Simulation (TC3 Sim) for the US Army Medical Department (AMEDD) Center & School at Fort Sam Houston. The Army is considering the use of the TC3 Sim game as a tool to improve the training of individual Soldiers as well as improve the readiness of combat medics. It is the intent of this research to evaluate the effectiveness of instructional games in general and the use of the TC3 game in particular for teaching the concepts of tactical combat casualty care. Experiments were conducted to evaluate the training effectiveness of this tool in supporting the 68W10 Healthcare Specialist Course program of instruction (POI). The goal of this research is to address important questions such as: Is this game an effective tool to train Soldiers the aspects of TC3? Can knowledge gain through the use of the simulation be transferred into task related situations? How can this tool be incorporated in the current POI in order to increase training effectiveness?
Show less - Date Issued
- 2008
- Identifier
- CFE0002396, ucf:47755
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002396
- Title
- USING STUDENT MOOD AND TASK PERFORMANCE TO TRAIN CLASSIFIER ALGORITHMS TO SELECT EFFECTIVE COACHING STRATEGIES WITHIN INTELLIGENT TUTORING SYSTEMS (ITS).
- Creator
-
Sottilare, Robert, Proctor, Michael, University of Central Florida
- Abstract / Description
-
The ultimate goal of this research was to improve student performance by adjusting an Intelligent Tutoring System's (ITS) coaching strategy based on the student's mood. As a step toward this goal, this study evaluated the relationships between each student's mood variables (pleasure, arousal, dominance and mood intensity), the coaching strategy selected by the ITS and the student's performance. Outcomes included methods to increase the perception of the intelligent tutor to...
Show moreThe ultimate goal of this research was to improve student performance by adjusting an Intelligent Tutoring System's (ITS) coaching strategy based on the student's mood. As a step toward this goal, this study evaluated the relationships between each student's mood variables (pleasure, arousal, dominance and mood intensity), the coaching strategy selected by the ITS and the student's performance. Outcomes included methods to increase the perception of the intelligent tutor to allow it to adapt coaching strategies (methods of instruction) to the student's affective needs to mitigate barriers to performance (e.g. negative affect) during the one-to-one tutoring process. The study evaluated whether the affective state (specifically mood) of the student moderated the student's interaction with the tutor and influenced performance. This research examined the relationships, interactions and influences of student mood in the selection of ITS coaching strategies to determine which strategies were more effective in terms of student performance given the student's mood, state (recent sleep time, previous knowledge and training, and interest level) and actions (e.g. mouse movement rate). Two coaching strategies were used in this study: Student-Requested Feedback (SRF) and Tutor-Initiated Feedback (TIF). The SRF coaching strategy provided feedback in the form of hints, questions, direction and support only when the student requested help. The TIF coaching strategy provided feedback (hints, questions, direction or support) at key junctures in the learning process when the student either made progress or failed to make progress in a timely fashion. The relationships between the coaching strategies, mood, performance and other variables of interest were considered in light of five hypotheses. At alpha = .05 and beta at least as great as .80, significant effects were limited in predicting performance. Highlighted findings include no significant differences in the mean performance due to coaching strategies, and only small effect sizes in predicting performance making the regression models developed not of practical significance. However, several variables including performance, energy level and mouse movement rates were significant, unobtrusive predictors of mood. Regression algorithms were developed using Arbuckle's (2008) Analysis of MOment Structures (AMOS) tool to compare the predicted performance for each strategy and then to choose the optimal strategy. A set of production rules were also developed to train a machine learning classifier using Witten & Frank's (2005) Waikato Environment for Knowledge Analysis (WEKA) toolset. The classifier was tested to determine its ability to recognize critical relationships and adjust coaching strategies to improve performance. This study found that the ability of the intelligent tutor to recognize key affective relationships contributes to improved performance. Study assumptions include a normal distribution of student mood variables, student state variables and student action variables and the equal mean performance of the two coaching strategy groups (student-requested feedback and tutor-initiated feedback ). These assumptions were substantiated in the study. Potential applications of this research are broad since its approach is application independent and could be used within ill-defined or very complex domains where judgment might be influenced by affect (e.g. study of the law, decisions involving risk of injury or death, negotiations or investment decisions). Recommendations for future research include evaluation of the temporal, as well as numerical, relationships of student mood, performance, actions and state variables.
Show less - Date Issued
- 2009
- Identifier
- CFE0002528, ucf:47644
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002528
- Title
- THE USE OF PC BASED SIMULATION SYSTEMS IN THE TRAINING OF ARMY INFANTRY OFFICERS AN EVALUATION OF THE RAPID DECISION TRAINER.
- Creator
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Lucario, Thomas, Proctor, Michael, University of Central Florida
- Abstract / Description
-
This research considers two modes of training Army infantry officers in initial training to conduct a platoon live fire exercise. Leaders from groups that were training with the current classroom training methods were compared to leaders from groups whose training was augmented with a PC based training system known as the Rapid Decision Trainer (RDT). The RDT was developed by the US Army Research Development and Engineering Command for the purpose of aiding in the training of tactical...
Show moreThis research considers two modes of training Army infantry officers in initial training to conduct a platoon live fire exercise. Leaders from groups that were training with the current classroom training methods were compared to leaders from groups whose training was augmented with a PC based training system known as the Rapid Decision Trainer (RDT). The RDT was developed by the US Army Research Development and Engineering Command for the purpose of aiding in the training of tactical decision making and troop leading procedures of officers in the initial levels of training to become rifle platoon leaders. The RDT allows the leader in training to run through platoon level operations prior to live execution in a simulated combat environment. The focus of the system is on leadership tasks and decision making in areas such as unit movement, internal unit communication and contingency planning, and other dismounted infantry operations. Over the past year, some Infantry Officer Basic Course platoons at Ft. Benning have used the RDT in an experimental manner. Anecdotal evidence suggests that the system is beneficial in training IOBC officers. The Army Research Institute (ARI) conducted a preliminary evaluation of the RDT in March 2005 (Beal 2005). However, no quantitative measures were used in the evaluation of the RDT, only subjective evaluations of the users. Additionally, there were no formal evaluations by the training cadre, only the users themselves. This experiment continues the work of ARI and uses qualitative and quantitative data from both users and the evaluating cadre. In this experiment, the effectiveness of the RDT was evaluated through measuring leader behaviors and personal preferences. Three measurement approaches were used; (1) quantitative performance measures of leader actions, (2) qualitative situational awareness and evaluations of inclusion in the non leader players, and (3) a qualitative evaluation of the system's usability and effectiveness by system users. Analysis reveals statistically significant findings that challenge the current norms.
Show less - Date Issued
- 2006
- Identifier
- CFE0000990, ucf:46716
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000990
- Title
- EVALUATING THE EFFECTIVENESS OF TRAINING SYSTEM APPROACHES FOR HIGHLY COMPLEX FLIGHT TRAINING.
- Creator
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Bauer, Maria, Proctor, Michael, University of Central Florida
- Abstract / Description
-
This research investigates the Training Effectiveness of a low-cost, PC-based training system when compared with two modes (motion and no motion) of a cab training system with large screen for various aviation flying tasks. While much research on this topic has been done in the past, advances in technology have significantly altered what is considered a "low-cost" "simulator." The technology advances have in effect increased the ability of a "low-cost" "simulator" to deliver desired...
Show moreThis research investigates the Training Effectiveness of a low-cost, PC-based training system when compared with two modes (motion and no motion) of a cab training system with large screen for various aviation flying tasks. While much research on this topic has been done in the past, advances in technology have significantly altered what is considered a "low-cost" "simulator." The technology advances have in effect increased the ability of a "low-cost" "simulator" to deliver desired experiences to the user. These "simulators" often are nothing more than PC training system, with only notional representations of the actual aircraft. This research considers the use of such training systems in training for a highly complex and dynamic task situation, that task being a search and rescue mission. A search and rescue mission is far more complex task than those studied for possible "low-cost" simulation substitution in the past. To address that aspect, one mode of the cab involves motion in two degrees of freedom. The results of this research advances the body of literature on the capability of "low-cost" simulation to deliver the experiences necessary to learn highly complex tasks associated with search and rescue as well as further clarify the extent to which a motion platform aides in flight training. This research utilizes available platforms provided by the US Army Research, Development and Engineering Command Simulation and Training Technology Center. Additionally, all the participants in the research are in training to be helicopter pilots. Participants were randomly assigned to one of three training configurations: a) Cab with motion turned ON, b) Cab with motion turned OFF and c) PC-based simulator. Training effectiveness is evaluated using measures for learning, task performance, and human factors. Statistically significant results are shown for the Cab with Motion and the Cab with No Motion configurations.
Show less - Date Issued
- 2005
- Identifier
- CFE0000754, ucf:46569
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000754
- Title
- A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION.
- Creator
-
Lewis, Joshua, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources,...
Show moreCommercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Show less - Date Issued
- 2006
- Identifier
- CFE0001268, ucf:46893
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001268
- Title
- A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION.
- Creator
-
Lewis, Joshua, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources,...
Show moreCommercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Show less - Date Issued
- 2006
- Identifier
- CFE0001177, ucf:46868
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001177
- Title
- TOWARD A REAL-TIME CELESTIAL BODY INFORMATION SYSTEM.
- Creator
-
Guise, Brian, Proctor, Michael, University of Central Florida
- Abstract / Description
-
The National Aeronautics and Space Administration maintains a challenging schedule of planned and on-going space exploration missions that extend to the outer reaches of our galaxy. New missions represent a huge investment, in terms of actual costs for equipment and support infrastructure, and personnel training. The success of a mission is critical considering both the monetary investment, and for manned missions, the lives which are put at risk. Tragedies involving Challenger, Columbia,...
Show moreThe National Aeronautics and Space Administration maintains a challenging schedule of planned and on-going space exploration missions that extend to the outer reaches of our galaxy. New missions represent a huge investment, in terms of actual costs for equipment and support infrastructure, and personnel training. The success of a mission is critical considering both the monetary investment, and for manned missions, the lives which are put at risk. Tragedies involving Challenger, Columbia, Apollo 7, and the near tragedy of Apollo 13 exemplify that space exploration is a dangerous endeavor, posing extreme environmental conditions on both equipment and personnel. NASA, the National Science Foundation' and numerous independent researchers indicate that predictive simulations have the potential to decrease risk and increase efficiency and effectiveness in space exploration activity. Simulations provide the capability to conduct planning and rehearsal of missions, allowing risk reducing designs and techniques to be discovered and tested. Real-time simulations may improve the quality of the response in a real-time crisis situation. The US Army developed Layered Terrain Format (LTF) database is a uniquely architected database approach that provides high fidelity representation of terrain and specialized terrain query functions that are optimized to support real-time simulations. This dissertation investigates the question; can the unique LTF database architecture be applied to the general problem of celestial body representation? And if so, what benefits might it bring for mission planners and personnel executing the mission? Due to data limitations, this research investigates these questions through a lunar analog setting involving S band and Earth-bound communication signals as might be needed to conduct manned and/or robotic mission on the moon. The target terrain data set includes portions of the Black Point Lava Flow in Arizona which will be used for NASA's 2010 Desert RATS analog studies. Applied Research Associates Inc, the developer of the LTF product, generated Black Point databases and made limited modifications to the LTF Viewer tool, RAVEN, which is used for visualization of the database. Through the results attained during this research it is concluded that LTF product does provide a useful simulation capability which could be used by mission personnel both in pre-mission planning and during mission execution. Additionally, LTF is shown to have application an information system, allowing geo-specific data of interest to the mission to be implemented within its layers. The Florida Space Research & Education Grant Program sponsored by FSGC, Space Florida and UCF provided a grant of $31,500 to perform this research.
Show less - Date Issued
- 2010
- Identifier
- CFE0003403, ucf:48424
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003403
- Title
- A GOVERNANCE REFERENCE MODEL FOR SERVICE-ORIENTED ARCHITECTURE-BASED COMMON DATA INITIALIZATION: A CASE STUDY OF MILITARY SIMULATION FEDERATION SYSTEMS.
- Creator
-
Lanman, Jeremy, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Military simulation and command and control federations have become large, complex distributed systems that integrate with a variety of legacy and current simulations, and real command and control systems locally as well as globally. As these systems continue to become increasingly more complex so does the data that initializes them. This increased complexity has introduced a major problem in data initialization coordination which has been handled by many organizations in various ways....
Show moreMilitary simulation and command and control federations have become large, complex distributed systems that integrate with a variety of legacy and current simulations, and real command and control systems locally as well as globally. As these systems continue to become increasingly more complex so does the data that initializes them. This increased complexity has introduced a major problem in data initialization coordination which has been handled by many organizations in various ways. Service-oriented architecture (SOA) solutions have been introduced to promote easier data interoperability through the use of standards-based reusable services and common infrastructure. However, current SOA-based solutions do not incorporate formal governance techniques to drive the architecture in providing reliable, consistent, and timely information exchange. This dissertation identifies the need to establish governance for common data initialization service development oversight, presents current research and applicable solutions that address some aspects of SOA-based federation data service governance, and proposes a governance reference model for development of SOA-based common data initialization services in military simulation and command and control federations.
Show less - Date Issued
- 2010
- Identifier
- CFE0003392, ucf:48426
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003392
- Title
- DOD ACQUISITION WORKFORCE EDUCATION: AN SBA EDUCATION CASE STUDY.
- Creator
-
Davenport, Richard, Proctor, Michael, University of Central Florida
- Abstract / Description
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A Department of Defense (DoD) M&S education task force is in the process of studying the Modeling and Simulation (M&S) education of the acquisition workforce. Historically, DoD acquisition workforce education is not referred to as education, but rather what the Defense Acquisition University (DAU) refers to as "practitioner training, career management, and services." The DAU is the organization primarily responsible for training the DoD acquisition corps in conjunction with service schools...
Show moreA Department of Defense (DoD) M&S education task force is in the process of studying the Modeling and Simulation (M&S) education of the acquisition workforce. Historically, DoD acquisition workforce education is not referred to as education, but rather what the Defense Acquisition University (DAU) refers to as "practitioner training, career management, and services." The DAU is the organization primarily responsible for training the DoD acquisition corps in conjunction with service schools and strategic partners in the civilian sector. DAU programs primarily focus on program management, contracting, and management of logistics across the system life cycle. Further, the examples and cases used in the training are primarily DoD centric. Only select DoD employees are exposed to Harvard Business School (HBS) perspectives. The use of M&S to improve system acquisition is only delivered in three courses. Further, Simulation-Based Acquisition (SBA) as a strategy in development of various systems is not explicitly taught. The general notion for this research is that exposure of actual or potential defense acquisition students to the rich civilian literature on M&S across the enterprise life cycle and SBA in particular may be beneficial to DoD. To further this general notion, this research investigates content in courses whose curriculum, while still more than 50% DoD, contains HBS SBA and other M&S related case studies. While abbreviated for the purpose of this abstract, the overall hypothesis of this dissertation is that M&S and HBS case studies make a positive contribution to DoD or potential DoD employees. To investigate this hypothesis, this research conducted both internal and external evaluations to determine the level to which the course makes a positive contribution to the student ability to "Understand the concepts of SBA across the entire program life cycle, in order to reduce the time, resources, and risks associated with the acquisition process". This was identified by the task force as a key element in the Education Skills Requirement (ESR) that this curriculum intends to address. The internal evaluation used inferential statistics to consider the validity of the course topics, content, evaluation methods, and case study delivery method through student evaluations of a live class. Among other variables, this research tracks class participants' responses (self-assessment) and performance (subject matter expert objective assessment) demographically to include current and potential DoD employees. With the graying of DoD workforce, potential DoD employees are important to the DoD community too. The external evaluation likewise considers the validity of the course topics and content through a survey of acquisition professionals external to the class. External acquisition professionals are drawn from across DoD as well as include former DoD acquisition employees. The combination of the internal and external evaluations provides insight into these and other issues related to the course topics, content, evaluation methods, and case study delivery methods and make recommendations on these and other issues for future course offerings.
Show less - Date Issued
- 2009
- Identifier
- CFE0002616, ucf:48251
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002616
- Title
- ANALYSIS OF THE RELATIONSHIP BETWEEN THE LEVEL OF EDUCATIONAL COMPUTER GAME USE AND MILKEN EXEMPLAR TEACHER INSTRUCTIONAL STRATEGIES.
- Creator
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Dahan Marks, Yaela, Proctor, Michael, University of Central Florida
- Abstract / Description
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This research examines the nature and level of educational computer-based game techniques adoption by Milken Educator Award winning teachers in achieving success in their classrooms. The focus of the research is on their level of acceptance of educational computer-based games and the nature of game usage to increase student performance in the classroom. With Davis' (1985) Technology Acceptance Model (Davis, 1985) as the conceptual framework, the research also examines how teachers'...
Show moreThis research examines the nature and level of educational computer-based game techniques adoption by Milken Educator Award winning teachers in achieving success in their classrooms. The focus of the research is on their level of acceptance of educational computer-based games and the nature of game usage to increase student performance in the classroom. With Davis' (1985) Technology Acceptance Model (Davis, 1985) as the conceptual framework, the research also examines how teachers' perceptions of educational computer-based games influence their willingness to incorporate these teaching methods in their classroom. The approach utilizes a descriptive survey to develop and evaluate responses from exemplar teachers about the level and nature of their use (or lack thereof) of educational computer-based games and implementation in the classroom. Further, this research seeks to identify successful and unsuccessful techniques in the use of educational computer-based games in the classroom. In addition, data collection and analysis will seek to identify the strength of relationships between content-specific educational computer-based games and subject; educational computer-based games and gender; educational computer-based games and age; etc. A teacher who is exemplary as defined by Milken Educator Awards possesses, "exceptional educational talent as evidenced by effective instructional practices and student learning results in the classroom and school". Survey findings are placed within the Technology Acceptance Model framework developed by Davis.
Show less - Date Issued
- 2011
- Identifier
- CFE0003682, ucf:48811
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003682
- Title
- Assessing the Suitability of the Division Exercise Training and Review System (DXTRS) to Support Sustainment Training.
- Creator
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Naylor, Jacob, Proctor, Michael, Caulkins, Bruce, Morrow, Patricia Bockelman, University of Central Florida
- Abstract / Description
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The military has used simulations to train Soldiers for several decades. Army Commanders use live, virtual and constructive training to prepare troops for combat and to improve their Military Occupational Specialty (MOS) skillset. During training and other military operations, the Army Battle Command Systems (ABCS) provide Army commanders with a Common Operational Picture (COP) which typically includes a real-time status of personnel, supplies, munitions, and equipment. In 2016, the Combined...
Show moreThe military has used simulations to train Soldiers for several decades. Army Commanders use live, virtual and constructive training to prepare troops for combat and to improve their Military Occupational Specialty (MOS) skillset. During training and other military operations, the Army Battle Command Systems (ABCS) provide Army commanders with a Common Operational Picture (COP) which typically includes a real-time status of personnel, supplies, munitions, and equipment. In 2016, the Combined Arms Support Command (CASCOM) divested the Battle Command Sustainment Support System (BCS3) due to data latency issues. The sustainment Warfighting Function (WfF) used BCS3 as a dual-purpose system for real world operations and constructive simulation training events. The same year, the Army also streamlined its Joint Land Component Constructive Training Capability (JLCCTC) to reduce costs further limiting the usefulness of JLCCTC to train sustainment units. This study considers the suitability of the Division Exercise Training and Review System (DXTRS) to fill the sustainment training gap. A combination of face to face and telephonic interviews are conducted with Soldiers and select Department of Defense (DoD) contractors to determine the appropriateness of DXTRS for sustainment training. Interview questions designed using the Technology Acceptance Model (TAM) are used to measure DXTRS version 1.06 suitability as a sustainment training tool. Inductive thematic content analysis is used to analyze the interview transcripts and provide findings, conclusions, and recommend future research.
Show less - Date Issued
- 2018
- Identifier
- CFE0007348, ucf:52133
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007348
- Title
- Learning Opportunities and Challenges of Sensor-enabled Intelligent Tutoring Systems on Mobile Platforms: Benchmarking the Reliability of Mobile Sensors to Track Human Physiological Signals and Behaviors to Enhance Tablet-Based Intelligent Tutoring Systems.
- Creator
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Vazquez, Luis, Proctor, Michael, Jentsch, Florian, Gonzalez, Avelino, Sottilare, Robert, University of Central Florida
- Abstract / Description
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Desktop-based intelligent tutoring systems have existed for many decades, but the advancement of mobile computing technologies has sparked interest in developing mobile intelligent tutoring systems (mITS). Personalized mITS are applicable to not only stand-alone and client-server systems but also cloud systems possibly leveraging big data. Device-based sensors enable even greater personalization through capture of physiological signals during periods of student study. However, personalizing...
Show moreDesktop-based intelligent tutoring systems have existed for many decades, but the advancement of mobile computing technologies has sparked interest in developing mobile intelligent tutoring systems (mITS). Personalized mITS are applicable to not only stand-alone and client-server systems but also cloud systems possibly leveraging big data. Device-based sensors enable even greater personalization through capture of physiological signals during periods of student study. However, personalizing mITS to individual students faces challenges. The Achilles heel of personalization is the feasibility and reliability of these sensors to accurately capture physiological signals and behavior measures.This research reviews feasibility and benchmarks reliability of basic mobile platform sensors in various student postures. The research software and methodology are generalizable to a range of platforms and sensors. Incorporating the tile-based puzzle game 2048 as a substitute for a knowledge domain also enables a broad spectrum of test populations. Baseline sensors include the on-board camera to detect eyes/faces and the Bluetooth Empatica E4 wristband to capture heart rate, electrodermal activity (EDA), and skin temperature. The test population involved 100 collegiate students randomly assigned to one of three different ergonomic positions in a classroom: sitting at a table, standing at a counter, or reclining on a sofa. Well received by the students, EDA proved to be more reliable than heart rate or face detection in the three different ergonomic positions. Additional insights are provided on advancing learning personalization through future sensor feasibility and reliability studies.
Show less - Date Issued
- 2018
- Identifier
- CFE0007260, ucf:52177
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007260
- Title
- Physical-Virtual Patient Simulators: Bringing Tangible Humanity to Simulated Patients.
- Creator
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Daher, Salam, Welch, Gregory, Gonzalez, Laura, Cendan, Juan, Proctor, Michael, University of Central Florida
- Abstract / Description
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In lieu of real patients, healthcare educators frequently use simulated patients. Simulated patients can be realized in physical form, such as mannequins and trained human actors, or virtual form, such as via computer graphics presented on two-dimensional screens or head-mounted displays. Each of these alone has its strengths and weaknesses. I introduce a new class of physical-virtual patient (PVP) simulators that combine strengths of both forms by combining the flexibility and richness of...
Show moreIn lieu of real patients, healthcare educators frequently use simulated patients. Simulated patients can be realized in physical form, such as mannequins and trained human actors, or virtual form, such as via computer graphics presented on two-dimensional screens or head-mounted displays. Each of these alone has its strengths and weaknesses. I introduce a new class of physical-virtual patient (PVP) simulators that combine strengths of both forms by combining the flexibility and richness of virtual patients with tangible characteristics of a human-shaped physical form that can also exhibit a range of multi-sensory cues, including visual cues (e.g., capillary refill and facial expressions), auditory cues (e.g., verbal responses and heart sounds), and tactile cues (e.g., localized temperature and pulse). This novel combination of integrated capabilities can improve patient simulation outcomes. In my Ph.D. work I focus on three primary areas of related research. First, I describe the realization of the technology for PVPs and results from two user-studies to evaluate the importance of dynamic visuals and human-shaped physical form in terms of perception, behavior, cognition, emotions, and learning.Second, I present a general method to numerically evaluate the compatibility of any simulator-scenario pair in terms of importance and fidelity of cues. This method has the potential to make logistical, economic, and educational impacts on the choices of utilizing existing simulators.Finally, I describe a method for increasing human perception of simulated humans by exposing participants to the simulated human taking part in a short, engaging conversation prior to the simulation.
Show less - Date Issued
- 2018
- Identifier
- CFE0007750, ucf:52402
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007750
- Title
- Influence of Selected Factors on a Counselor's Attention Level to and Counseling Performance with a Virtual Human in a Virtual Counseling Session.
- Creator
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Hart, John, Proctor, Michael, Jentsch, Florian, Li, Daoji, Morie, Jacquelyn, University of Central Florida
- Abstract / Description
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Virtual humans serve as role-players in social skills training environments simulating situational face-to-face conversations. Previous research indicates that virtual humans in instructional roles can increase a learner's engagement and motivation towards the training. Left unaddressed is if the learner is looking at the virtual human as one would in a human-to-human, face-to-face interaction. Using a modified version of the Emergent Leader Immersive Training Environment (ELITE-Lite), this...
Show moreVirtual humans serve as role-players in social skills training environments simulating situational face-to-face conversations. Previous research indicates that virtual humans in instructional roles can increase a learner's engagement and motivation towards the training. Left unaddressed is if the learner is looking at the virtual human as one would in a human-to-human, face-to-face interaction. Using a modified version of the Emergent Leader Immersive Training Environment (ELITE-Lite), this study tracks visual attention and other behavior of 120 counselor trainees counseling a virtual human role-playing counselee. Specific study elements include: (1) the counselor's level of visual attention toward the virtual counselee; (2) how changes to the counselor's viewpoint may influence the counselor's visual focus; and (3) how levels of the virtual human's behavior may influence the counselor's visual focus. Secondary considerations include aspects of learner performance, acceptance of the virtual human, and impacts of age and rank. Result highlights indicate that counselor visual attentional behavior could be separated into two phases: when the virtual human was speaking and when not speaking. When the virtual human is speaking, the counselor's primary visual attention is on the counselee, but is also split toward pre-scripted responses required for the training session. During the non-speaking phase, the counselor's visual focus was on pre-scripted responses required for training. Some of the other findings included that participants did not consider this to be like a conversation with a human, but they indicated acceptance of the virtual human as a partner with the training environment and they considered the simulation to be a useful experience. Additionally, the research indicates behavior may differ due to age or rank. Future study and design considerations for enhancements to social skills training environments are provided.
Show less - Date Issued
- 2018
- Identifier
- CFE0007571, ucf:52572
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007571
- Title
- A Review and Selective Analysis of 3D Display Technologies for Anatomical Education.
- Creator
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Hackett, Matthew, Proctor, Michael, Allen, Christine, Wiegand, Rudolf, Sims, Valerie, University of Central Florida
- Abstract / Description
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The study of anatomy is complex and difficult for students in both graduate and undergraduate education. Researchers have attempted to improve anatomical education with the inclusion of three-dimensional visualization, with the prevailing finding that 3D is beneficial to students. However, there is limited research on the relative efficacy of different 3D modalities, including monoscopic, stereoscopic, and autostereoscopic displays. This study analyzes educational performance, confidence,...
Show moreThe study of anatomy is complex and difficult for students in both graduate and undergraduate education. Researchers have attempted to improve anatomical education with the inclusion of three-dimensional visualization, with the prevailing finding that 3D is beneficial to students. However, there is limited research on the relative efficacy of different 3D modalities, including monoscopic, stereoscopic, and autostereoscopic displays. This study analyzes educational performance, confidence, cognitive load, visual-spatial ability, and technology acceptance in participants using autostereoscopic 3D visualization (holograms), monoscopic 3D visualization (3DPDFs), and a control visualization (2D printed images). Participants were randomized into three treatment groups: holograms (n=60), 3DPDFs (n=60), and printed images (n=59). Participants completed a pre-test followed by a self-study period using the treatment visualization. Immediately following the study period, participants completed the NASA TLX cognitive load instrument, a technology acceptance instrument, visual-spatial ability instruments, a confidence instrument, and a post-test. Post-test results showed the hologram treatment group (Mdn=80.0) performed significantly better than both 3DPDF (Mdn=66.7, p=.008) and printed images (Mdn=66.7, p=.007). Participants in the hologram and 3DPDF treatment groups reported lower cognitive load compared to the printed image treatment (p (<) .01). Participants also responded more positively towards the holograms than printed images (p (<) .001). Overall, the holograms demonstrated significant learning improvement over printed images and monoscopic 3DPDF models. This finding suggests additional depth cues from holographic visualization, notably head-motion parallax and stereopsis, provide substantial benefit towards understanding spatial anatomy. The reduction in cognitive load suggests monoscopic and autostereoscopic 3D may utilize the visual system more efficiently than printed images, thereby reducing mental effort during the learning process. Finally, participants reported positive perceptions of holograms suggesting implementation of holographic displays would be met with enthusiasm from student populations. These findings highlight the need for additional studies regarding the effect of novel 3D technologies on learning performance.
Show less - Date Issued
- 2018
- Identifier
- CFE0007569, ucf:52571
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007569