Current Search: training (x)
Pages
-
-
Title
-
Bleeding Control Using Multiple Amputee Trauma Trainer in Medical Simulation: Comparison of Movement Versus Non-Movement in Training.
-
Creator
-
Allen, Christine, Kincaid, John, Schatz, Sarah, Allred, Kelly, Talbert, Steven, Sotomayor, Teresita, University of Central Florida
-
Abstract / Description
-
Army first responders, specifically Combat Medics and Combat Lifesavers, provide medical intervention while in the field. Didactic as well as hands-on training helps to prepare these first responders, and one module they receive involves bleeding control. First responders are taught to use the Combat Application Tourniquet(&)#174; (CAT(&)#174;) to stop bleeding from limbs subjected to severe injury such as amputation, gunshot, or severe lacerations. A training aid like the Multiple Amputee...
Show moreArmy first responders, specifically Combat Medics and Combat Lifesavers, provide medical intervention while in the field. Didactic as well as hands-on training helps to prepare these first responders, and one module they receive involves bleeding control. First responders are taught to use the Combat Application Tourniquet(&)#174; (CAT(&)#174;) to stop bleeding from limbs subjected to severe injury such as amputation, gunshot, or severe lacerations. A training aid like the Multiple Amputee Trauma Trainer(TM) (MATT(TM)) simulator provides tourniquet training using a lifelike bilateral lower limb amputee. In addition, MATT(TM) combines movement and resistance while the first responder applies the tourniquet, mimicking conditions one would see in a real situation. This research describes tourniquet history, appropriate usage, field tourniquet review, surgical tourniquet, CAT(&)#174; bleeding intervention procedures, bleeding physiology and complications, prehospital tourniquet use in recent conflicts, medical simulation fidelity, and a review of the value of animatronic movement during tourniquet simulation-based training. I then evaluate the effectiveness of animatronic movement during tourniquet training using the Advanced MATT in an experiment using Army first responders. The control group experienced no movement while the experimental group experienced movement when applying a tourniquet during the lab-training. Each group then alternately experienced Advanced MATT movement during an immersive scenario along with fog, strobe lights, and battle sounds. It was hypothesized that 1) In the immersive scenario, the experimental groups (i.e., those who were trained on a moving simulator) would have a faster reaction time as compared to those participants who did not receive training on the moving Advanced MATT simulator; 2) In the lab-based training, the experimental groups would have a slower reaction time; 3) In the immersive scenario, the experimental groups would have a faster tourniquet application time when subjected to movement while in the lab-based training, but the experimental groups would also have a slower tourniquet application time when initially subjected to movement in the laboratory-based training; finally, 4, 5, and 6) Participants who completed lab-based tourniquet training on the Advanced MATT simulation with animatronic movement would report higher perceived realism scores than participants who complete the training on a static version of the Advanced MATT and participants who completed a tourniquet training immersive scenario on the Advanced MATT simulation with movement would report higher perceived realism, presence, and self-efficacy scores than participants who complete the training on a static version of the Advanced MATT. The empirical results show a significant overall training effect of the Advanced MATT simulator (with or without movement). For reaction time and tourniquet application time, involving simulator movement was significant over varying scenarios. A small reduction in reaction and tourniquet application time on the battlefield may be extremely beneficial on the battlefield. Participants who received movement generally gave more positive reactions than those who did not received movement, although these results failed to reach statistical significance. Participants who received movement, followed by a scenario without movement rated the subjective ratings the lowest, suggestive of the lack of movement. Furthermore, despite the order movement was received, no large drops in performance occurred in any condition, indicating that negative training was avoided.
Show less
-
Date Issued
-
2011
-
Identifier
-
CFE0004468, ucf:49316
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0004468
-
-
Title
-
Gauging Training Effectiveness of Virtual Environment Simulation Based Applications for an Infantry Soldier Training Task.
-
Creator
-
Maxwell, Douglas, Kincaid, John, Shumaker, Randall, Barber, Daniel, Sottilare, Robert, University of Central Florida
-
Abstract / Description
-
The U.S. Army Training and Doctrine Command's Army Learning Concept 2015 and Army Training Concept 2025 are documents that discuss the need for an adaptive soldier learning model with a flexible training delivery methodology. The U.S. Army has been investing in serious gaming technology for the past two decades as a cost effective means to teach tactics and strategy. Today, the U.S. Army is seeking to expand its application of virtual environment training to areas such as cultural awareness...
Show moreThe U.S. Army Training and Doctrine Command's Army Learning Concept 2015 and Army Training Concept 2025 are documents that discuss the need for an adaptive soldier learning model with a flexible training delivery methodology. The U.S. Army has been investing in serious gaming technology for the past two decades as a cost effective means to teach tactics and strategy. Today, the U.S. Army is seeking to expand its application of virtual environment training to areas such as cultural awareness and human network analysis for the infantry soldier. These new expanded applications will require a higher level of non-determinant behavior inside the virtual environment. To meet more of the training needs of the war fighter, the U.S. Army is looking beyond first person perspective games to the cooperative and social gaming experience offered by the MMOG (Massively Multiplayer Online Game) and the VWT (Virtual World Technology). Altogether, these classes of games have the potential to teach leadership skills, social acclimation skills, cultural awareness and practice skills, and critical thinking skills for problem solving in a cost effective manner. Unfortunately, even today there is a paucity of scientific research to support whether this potential may be realized or not. A literature review was performed which covers current concepts in the usage of virtual environments for military individual and team training in the U.S. Army infantry soldier domains. There are many variables involved with the lifecycle of the virtual training activity including the acquisition, information assurance and cyber security, deployment, proper employment, content development and maintenance, and retirement. This discussion goes beyond the traditional topics of graphics and game engine technology and delves deeper into concepts of the importance of proper usage of the environments by the trainees. This dissertation is composed of three studies with two subject pools: experienced soldiers and novice soldiers. The participants in the studies were randomly assigned to one of two training conditions. The training conditions were either a traditional slide-show in a classroom or a virtual environment based training system. The participants were then provided with training for a room clearing tasks in each of the conditions. The independent variables are training condition and soldier condition. The dependent variables are individual performance, team performance, stress questionnaire scores, and workload questionnaire scores. A number of relationships are explored in this dissertation. The first objective of these studies is to attempt to identify any effect the training conditions have on either individual performance or team performance. Lastly, these studies attempt to identify if there is any difference the training conditions have on novice versus experienced subjects' performance during a live assessment.
Show less
-
Date Issued
-
2015
-
Identifier
-
CFE0005840, ucf:50924
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005840
-
-
Title
-
A Training Effectiveness Evaluation of UH-60A/L Simulated Environments: An Interdisciplinary Approach.
-
Creator
-
Goodwin, Martin, Reinerman, Lauren, Szalma, James, Goldiez, Brian, Goldberg, Benjamin, University of Central Florida
-
Abstract / Description
-
The U.S. military continues to develop and expand its use of simulation-based aviation training. While traditional simulation-based training continues to be a proven training method, game-based simulation has become more sophisticated and may provide viable training options in some applications. The use of game-based simulation with traditional simulation-based training can potentially reduce costs, enhance return on investment, advance training objectives, and inform future training...
Show moreThe U.S. military continues to develop and expand its use of simulation-based aviation training. While traditional simulation-based training continues to be a proven training method, game-based simulation has become more sophisticated and may provide viable training options in some applications. The use of game-based simulation with traditional simulation-based training can potentially reduce costs, enhance return on investment, advance training objectives, and inform future training environment designs. Current fiscal limitations are driving the need for more efficient training methods, while operational requirements are dictating training protocols that produce optimum levels of readiness. The gap between fiscal constraints and desired training outcomes can be addressed by investigating whether lower-cost, game-based simulations may potentially augment higher-cost, traditional simulation-based training approaches for specific training tasks. Performing a valid investigation of the value of these simulation environments depends on a thorough evaluation of their training effectiveness. However, current approaches to Training Effectiveness Evaluation (TEE) do not adequately address the complete range of factors required to effectively investigate this gap. The present effort leverages research from human performance assessment, neurophenomenology, and instructional science to identify and integrate a set of empirically validated measures that contribute to training effectiveness. From this foundation, an interdisciplinary approach to performing TEEs for simulation training is introduced that addresses the shortcomings of current practices. This approach is validated in a use case involving the evaluation of U.S. Army Aviation collective training.
Show less
-
Date Issued
-
2017
-
Identifier
-
CFE0006942, ucf:51671
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0006942
-
-
Title
-
The Hammer or the Anvil: Developing Operational Adaptability through Simulations at the Tactical Level.
-
Creator
-
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
-
DEVELOPING MATHEMATICAL PRACTICES IN A SOCIAL CONTEXT:AN INSTRUCTIONAL SEQUENCE TO SUPPORT PROSPECTIVE ELEMENTARY TEACHERS' LEARNING OF FRACTIONS.
-
Creator
-
Wheeldon, Debra, Dixon, Juli, University of Central Florida
-
Abstract / Description
-
This teaching experiment used design-based research (DBR) to document the norms and practices that were established with respect to fractions in a mathematics content course for prospective elementary teachers. The teaching experiment resulted in an instructional theory for teaching fractions to prospective elementary teachers. The focus was on the social perspective, using an emergent framework which coordinates social and individual perspectives of development. Social norms,...
Show moreThis teaching experiment used design-based research (DBR) to document the norms and practices that were established with respect to fractions in a mathematics content course for prospective elementary teachers. The teaching experiment resulted in an instructional theory for teaching fractions to prospective elementary teachers. The focus was on the social perspective, using an emergent framework which coordinates social and individual perspectives of development. Social norms, sociomathematical norms, and classroom mathematical practices were considered. A hypothetical learning trajectory (HLT) including learning goals, instructional tasks, tools and imagery, and possible discourse, was conjectured and implemented in the mathematics class. Video tapes of the class sessions were analyzed for established norms and practices. Resulting social norms were that students would: (a) explain and justify solutions, (b) listen to and try to make sense of other students' thinking, and (c) ask questions or ask for clarification when something is not understood. Three sociomathematical norms were established. These were expectations that students would: (a) know what makes an explanation acceptable, (b) know what counts as a different solution, and (c) use meaningful solution strategies instead of known algorithms. Two classroom mathematical practices with respect to fractions were established. The first was partitioning and unitizing fractional amounts. This included (a) modeling fractions with equal parts, (b) defining the whole, (c) using the relationship of the number of pieces and the size of the pieces, and (d) describing the remainder in a division problem. The second practice was quantifying fractions and using relationships among these quantities. This included: (a) naming and modeling fractions, (b) modeling equivalent values, and (c) using relationships to describe fractions. Finally, recommendations for revising the HLT for a future teaching experiment were made. This will contribute toward the continuing development of an instructional theory for teaching fraction concepts and operations to prospective elementary teachers.
Show less
-
Date Issued
-
2008
-
Identifier
-
CFE0002171, ucf:47526
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0002171
-
-
Title
-
THE INFLUENCE OF GOAL ORIENTATION ON TRAINEE LEARING STRATEGIES AND OUTCOMES OF A WORK READINESS PROGRAM.
-
Creator
-
Singleton, Charyl, Jentsch, Kimberly, University of Central Florida
-
Abstract / Description
-
Goal orientation is a construct that has been used to explain individuals' focus in achievement situations. Three subcomponents of this construct have been linked to a number of training-related processes and outcomes. Those higher on avoid performance goal orientation withdraw from situations in which they may appear incompetent to others. Those higher on prove performance goal orientation approach situations in which they can demonstrate their competence to others. Finally, those high...
Show moreGoal orientation is a construct that has been used to explain individuals' focus in achievement situations. Three subcomponents of this construct have been linked to a number of training-related processes and outcomes. Those higher on avoid performance goal orientation withdraw from situations in which they may appear incompetent to others. Those higher on prove performance goal orientation approach situations in which they can demonstrate their competence to others. Finally, those high on learning goal orientation approach situations in which they can continually grow and master new skills. Prior research has consistently found that effective learning strategies and outcomes are positively associated with learning goal orientation and negatively associated with avoid goal orientation. However, the findings with respect to prove goal orientation have been mixed. One possible reason for this is that the effect of prove goal orientation may be dependent on one's concurrent level of learning goal orientation. The present study investigated this notion using participants from an understudied population: unemployed adults. Specifically, data were collected from 188 unemployed females who participated in a training program designed to enhance basic work competencies necessary for most entry-level jobs. Results indicated that those higher on avoid performance goal orientation put forth less effort in voluntary practice activities took longer to complete the training program and learned less than those lower on avoid performance goal orientation. Additionally, prove performance goal orientation interacted with learning goal orientation to predict the amount of time spent practicing and learning. Theoretical and practical implications for training needs analysis, development, and assessment will be discussed.
Show less
-
Date Issued
-
2007
-
Identifier
-
CFE0001951, ucf:47460
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0001951
-
-
Title
-
THE DEVELOPMENT OF A DISMOUNTED INFANTRY EMBEDDED TRAINER WITH AN INTELLIGENT TUTOR SYSTEM.
-
Creator
-
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
-
Simulation Model to Evaluate Performance of Operational Systems and their Impact on Repair Shop Activity at a Navy Field Site.
-
Creator
-
Newell, James T., Doering, R. D., Engineering
-
Abstract / Description
-
University of Central Florida College of Engineering Thesis; This paper presents the background and procedures leading to development of a simulation model to analyze the impact of certain decision variables on operational system performance and workloads as the repair facility of a typical Navy field site. The research examines the impact of maintenance support concepts, as implemented by changes in the decision variables, associated with the broader application of Automatic Test Equipment....
Show moreUniversity of Central Florida College of Engineering Thesis; This paper presents the background and procedures leading to development of a simulation model to analyze the impact of certain decision variables on operational system performance and workloads as the repair facility of a typical Navy field site. The research examines the impact of maintenance support concepts, as implemented by changes in the decision variables, associated with the broader application of Automatic Test Equipment. The initial effort consisted of data collection and field site surveys which culminated in defining a work flow model illustrating typical repair facility operations. The work flow model is translated into a computer simulation model. The baseline model contains all the values for failure rates, delay times, and probability decision parameters derived from the available data. The simulation model is then exercised and the output data recorded for comparison with historical data to validate the model and provide a baseline for comparison as the decision parameters are varied. Of the variables exercised, it appreas that the Built-in-Test (BIT), or Self-test capability, is one of the more important design considerations in the original operating systems.
Show less
-
Date Issued
-
1979
-
Identifier
-
CFR0008133, ucf:52959
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFR0008133
-
-
Title
-
EMG Biofeedback as a Generalized Relaxation Technique.
-
Creator
-
Cunningham, David, Abbott, David, Social Sciences
-
Abstract / Description
-
University of Central Florida College of Social Sciences Thesis; Ten college students serving as volunteer subjects were randomly assigned to one of two groups . One group received EMG biofeedback training using feedback from the frontalis muscle only , and the other group received EMG biofeedback training using feedback from several muscle sites. It was hypothesized that subjects who were given EMG biofeedback relaxation training sequentially from several muscle sites would be able to lower...
Show moreUniversity of Central Florida College of Social Sciences Thesis; Ten college students serving as volunteer subjects were randomly assigned to one of two groups . One group received EMG biofeedback training using feedback from the frontalis muscle only , and the other group received EMG biofeedback training using feedback from several muscle sites. It was hypothesized that subjects who were given EMG biofeedback relaxation training sequentially from several muscle sites would be able to lower EMG levels at these sites to a significantly greater degree than subjects who received EMG biofeedback relaxation training using feedback from the frontalis muscle only. Both groups were given a pre-training baseline session, nine training sessions , and a post-training baseline session . Comparing the mean pre- training and post- training baseline EMG levels of each group at each muscle site using t -tests showed that there was no significant reduction of EMG muscle activity at any monitored muscle site due to either frontalis feedback training only or multiple muscle feedback training . This failure to obtain significant training effects may have resulted from using college students as subjects since they were not trying to relieve a stress related disorder and they exhibited low initial baseline EMG levels. It is suggested that future research on the generalization of EMG biofeedback training be done using a clinical population having elevated EMG levels.
Show less
-
Date Issued
-
1979
-
Identifier
-
CFR0003503, ucf:53009
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFR0003503
-
-
Title
-
Examining the Impact of Error Encouragement on Training Outcomes.
-
Creator
-
Lyons, Rebecca, Salas, Eduardo, Jentsch, Florian, Joseph, Dana, Cendan, Juan, Burke, Shawn, University of Central Florida
-
Abstract / Description
-
Error management training has been praised as an effective strategy for facilitating adaptive transfer. However, potential variations have not yet been examined to determine if an alternative format may be equally or more effective. As standard practice, error-related instructions in error management training encourage learners to make errors and to view these errors as learning opportunities. Also, an overwhelming majority of research on this topic has focused learner development of...
Show moreError management training has been praised as an effective strategy for facilitating adaptive transfer. However, potential variations have not yet been examined to determine if an alternative format may be equally or more effective. As standard practice, error-related instructions in error management training encourage learners to make errors and to view these errors as learning opportunities. Also, an overwhelming majority of research on this topic has focused learner development of procedural computer software skills. The empirical literature provides little guidance in terms of the boundaries within which error management training is an effective training approach. The purpose of this research was to examine the relative effectiveness of a modified error management training approach for influencing adaptive transfer in contrast to both standard error management training and error avoidant training. The modified error management approach encouraged learners to do their best to avoid errors, but maintained traditional instructions to learn from errors. The effectiveness of these three training conditions for promoting adaptive transfer was examined in two studies. The first study applied the error strategies to a complex decision-making task, and the second study compared the strategies relative effectiveness for a fine motor skills task. Study 1 results indicated that both error management training approaches were associated with higher adaptive learning compared to an error avoidant training approach. Error management and the modified error management did not significantly differ. In Study 2, error management training and error avoidant training both demonstrated greater adaptive transfer than did the modified approach. The mediating roles of metacognition and emotion regulation were examined, but unsupported, in both studies. Implications for future research and organizational practice are discussed.
Show less
-
Date Issued
-
2014
-
Identifier
-
CFE0005372, ucf:50444
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005372
-
-
Title
-
THE EFFECTS OF RESISTANCE TRAINING FREQUENCY ON MUSCLE HYPERTOHY AND STRENGTH IN HEALTHY TRAINED INDIVIDUALS: LITERATURE REVIEW.
-
Creator
-
Boivin, Alexander C., Valdes, Anna, University of Central Florida
-
Abstract / Description
-
The purpose of this study is to determine the effects of increased resistance training frequency on strength and hypertrophy in trained individuals. Six Studies were deemed eligible based on the inclusion exclusion criteria. The inclusion criteria for this review were healthy trained individuals. "Trained" refers to over one year of resistance training experience. Exclusion Criteria were study's that examined either untrained or obese individuals as participants. The evidence indicates a dose...
Show moreThe purpose of this study is to determine the effects of increased resistance training frequency on strength and hypertrophy in trained individuals. Six Studies were deemed eligible based on the inclusion exclusion criteria. The inclusion criteria for this review were healthy trained individuals. "Trained" refers to over one year of resistance training experience. Exclusion Criteria were study's that examined either untrained or obese individuals as participants. The evidence indicates a dose-response trend in frequency. Resistance training each muscle group twice a week may be superior compared to once per week. Further more, resistance training each muscle group three times a week may enhance hypertrophy and strength adaptations even more compared to either once or twice a week. Recovery of the muscle may be reached in approximately 72 hours or 3 days. Mechanisms that may correlate to this phenomenon could be related to the more frequent elevations in muscle protein synthesis and physiological anabolic hormones. These results may help develop more specific guidelines in programming for intermediate to advanced athletes as well as lead way to more research on acute training variable manipulation.
Show less
-
Date Issued
-
2016
-
Identifier
-
CFH2000109, ucf:45953
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFH2000109
-
-
Title
-
DISTRIBUTED TEAM TRAINING: EFFECTIVE TEAM FEEDBACK.
-
Creator
-
Oden, Kevin, Mouloua, Mustapha, University of Central Florida
-
Abstract / Description
-
ABSTRACT The United States Army currently uses after action reviews (AARs) to give personnel feedback on their performance. However, due to the growing use of geographically distributed teams, the traditional AAR, with participants and a moderator in the same room, is becoming difficult; therefore, distributed AARs are becoming a necessity. However, distributed AARs have not been thoroughly researched. To determine what type of distributed AARs would best facilitate team training in...
Show moreABSTRACT The United States Army currently uses after action reviews (AARs) to give personnel feedback on their performance. However, due to the growing use of geographically distributed teams, the traditional AAR, with participants and a moderator in the same room, is becoming difficult; therefore, distributed AARs are becoming a necessity. However, distributed AARs have not been thoroughly researched. To determine what type of distributed AARs would best facilitate team training in distributed Army operations, feedback media platforms must be compared. This research compared three types of AARs, which are no AAR, teleconference AAR, and teleconference AAR with visual feedback, to determine if there are learning differences among these conditions. Participants completed three search missions and received feedback between missions from one of these conditions. Multiple ANOVAs were conducted to compare these conditions and trials. Results showed that overall the teleconference AAR with visual feedback improved performance the most. A baseline, or no AAR, resulted in the second highest improvement, and the teleconference condition resulted in the worst overall performance. This study has implications for distributed military training and feedback, as well as other domains that use distributed training and feedback.
Show less
-
Date Issued
-
2008
-
Identifier
-
CFE0002483, ucf:47685
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0002483
-
-
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
-
Investigating the Role of Cognitive Load in Synthetic Learning Environments for Training.
-
Creator
-
Goh, Joelene, Bowers, Clint, Barber, Daniel, Jex, Steve, University of Central Florida
-
Abstract / Description
-
Ensuring effectiveness of training programs has been a dominant theme in the training industry, and is constantly evolving with the steady incorporation of emerging technology. This field study offers an investigation into the intersection between the applied and research world, and examines the practicality of recommended best practices for implementing synthetic learning environments (SLEs) in the military. Specifically, cognitive load has been identified as a significant factor in...
Show moreEnsuring effectiveness of training programs has been a dominant theme in the training industry, and is constantly evolving with the steady incorporation of emerging technology. This field study offers an investigation into the intersection between the applied and research world, and examines the practicality of recommended best practices for implementing synthetic learning environments (SLEs) in the military. Specifically, cognitive load has been identified as a significant factor in influencing the effectiveness of training programs. Research on this topic has focused on utilizing the affordances of SLEs to decrease cognitive load imposed by the material and system in order to allow for more cognitive resources to be allocated towards schema construction and automation. Therefore, this study was derived from a need to ensure that the introduction of SLEs into training programs did not hinder learning or training transfer by comparing the performance outcome measures from two SLEs, Virtual BattleSpace 3 (VBS3) and the Military OpenSimulator Enterprise Strategy (MOSES). Based on concepts of cognitive load, it was possible that any group differences could be explained by the varying levels of cognitive load imposed by either system. Furthermore, the specific system could influence the strength of the effect of cognitive load on performance measures. A conditional process analysis model was constructed from the theorized relationships, and the bootstrap method was used to analyze the model. Research findings indicated no support, and discussions delved into possible explanations for results of the study, limitations, and recommendations for future research. While the analyses were nonsignificant, this was the first study investigating the difference between the VBS3 and MOSES platform, and indicated no difference in impacting performance. Additionally, because MOSES is a free, open source platform, this study could support industries that are looking for cost-effective methods to expand training programs in the direction of SLEs.
Show less
-
Date Issued
-
2018
-
Identifier
-
CFE0007007, ucf:52031
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0007007
-
-
Title
-
Mindful Acting.
-
Creator
-
Lee, Terence, Reed, David, Thomas, Aaron, Ingram, Kate, University of Central Florida
-
Abstract / Description
-
As we transition into a more goal-oriented society, our ability to nurture and cultivate individual growth in emotional, spiritual, and mental awareness in the performing arts has been stifled by the desire to get ahead in our modern-day race for success. This fierce struggle brings with it a risk of subconscious deterioration in mental, spiritual and emotional health. As actors in an aggressive industry, we are often faced with the monumental task of preserving our artistry while competing...
Show moreAs we transition into a more goal-oriented society, our ability to nurture and cultivate individual growth in emotional, spiritual, and mental awareness in the performing arts has been stifled by the desire to get ahead in our modern-day race for success. This fierce struggle brings with it a risk of subconscious deterioration in mental, spiritual and emotional health. As actors in an aggressive industry, we are often faced with the monumental task of preserving our artistry while competing in the industry, and we often find ourselves overwhelmed by the inescapable pressures in the business of acting. In (")Mindful Acting("), I will synthesize a metaphysical approach to actor-training centered around the concept of mindfulness, meditation and the self. The goal of my thesis is to refine and integrate pre-existing actor training methods with practices in mindfulness and meditation to reclaim the actor's artistry in life and in performance.
Show less
-
Date Issued
-
2019
-
Identifier
-
CFE0007486, ucf:52666
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0007486
-
-
Title
-
INVESTIGATING THE EFFECTS OF TACTILE STRESS ON A MILITARY TOUNIQUET APPLICATION TASK.
-
Creator
-
Nayeem, Razia, Hancock, Peter, University of Central Florida
-
Abstract / Description
-
In combat, soldiers encounter stress from multiple sources including loss of sleep, extremely high levels of physical and psychological discomfort, extended periods of increased vigilance, and intense danger. Therefore, it is imperative to train such personnel on how to cope with these stressors. One way to do this is to include stressors in different forms of training to acclimate soldiers to the subsequent stress of combat. Due to their advantages, tactile trainers are being investigated...
Show moreIn combat, soldiers encounter stress from multiple sources including loss of sleep, extremely high levels of physical and psychological discomfort, extended periods of increased vigilance, and intense danger. Therefore, it is imperative to train such personnel on how to cope with these stressors. One way to do this is to include stressors in different forms of training to acclimate soldiers to the subsequent stress of combat. Due to their advantages, tactile trainers are being investigated increasingly for the use of training Army medics in this context. The present work examines how vibrating tactile sensors, or tactors, can be used as surrogate sources of stress on an operator performing a simulated medical task. This work also examines how this "optimal" configuration interacts with other types of stress, such as noise and time pressure. The outcome findings support the hypotheses that configurations placed on sensitive body areas are more stressful than those placed on more benign body locations in terms of worse task performance on a tourniquet application task. In terms of application times, the same trends persist in terms of proper application, subjective stress and subjective workload, as well as a secondary monitoring task, in terms of response times, accuracy, and time estimation. Additionally, findings supported hypotheses that the stress responses experienced order tactile stress alone is compounded when other types of stress are employed, both on the primary and secondary tasks. These results have implications for training, such that if stressors are employed in training, performance decrements might be lessened during actual task performance; they can be generalized to not only combat medics, but other military specialties and civilian jobs that incur vibration, auditory stress, and time pressure while engaged in performance.
Show less
-
Date Issued
-
2008
-
Identifier
-
CFE0002028, ucf:47612
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0002028
-
-
Title
-
A Randomized Control Trial of Video Modeling for enacting skill change in a group of Master's level trainee clinicians.
-
Creator
-
Matsumiya, Brandon, Bowers, Clint, Beidel, Deborah, Neer, Sandra, University of Central Florida
-
Abstract / Description
-
The (")research-to-practice(") gap is a problem that the field of medicine faces regarding disseminating findings from research into the field of practice. The traditional methods of disseminating best practices, using workshops and manuals, has been found to be ineffective. Several more active learning strategies, such as the use of behavioral models and behavioral rehearsals have been suggested as possible alternatives that may increase transfer of knowledge after a training. Additionally,...
Show moreThe (")research-to-practice(") gap is a problem that the field of medicine faces regarding disseminating findings from research into the field of practice. The traditional methods of disseminating best practices, using workshops and manuals, has been found to be ineffective. Several more active learning strategies, such as the use of behavioral models and behavioral rehearsals have been suggested as possible alternatives that may increase transfer of knowledge after a training. Additionally, web-based trainings have been suggested as another possible avenue for increasing dissemination of evidence-based practices. This is particularly important for evidence-based treatments such as Exposure Therapy for PTSD which suffers a (")public relations problem(") in the field of mental health.This study examined the utility of using a video model to disseminate the skill of fear hierarchy construction for patients with PTSD. Analyses were conducted using a moderated mediation model looking at how video modeling or script condition moderate the relationship between condition and change in self-efficacy, and if this change mediates the relationship between condition and change in fear hierarchy skill. Self-efficacy and positive attitudes toward exposure therapy were increased, however, there was no connection between treatment condition and change in skill. The study's findings suggest that short online trainings may be effective at reducing negative attitudes toward EBTs, and at increasing self-efficacy for a related skill of fear hierarchy construction.
Show less
-
Date Issued
-
2019
-
Identifier
-
CFE0007679, ucf:52490
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0007679
-
-
Title
-
Digital Architecture for a Computer Based Imaging System.
-
Creator
-
McIntosh, John O., Petrasko, Brian, Engineering
-
Abstract / Description
-
University of Central Florida College of Engineering Thesis; There is a great need for a graphic simulation system used as a training device to take the place of actual flying. A good system will greatly reduce the cost of training men as well as cut down on casualties. Several systems have been tried and are now in use. Among them are two that are worthy of more study. These are the CCTV or model board and the digital systems. Both have several disadvantages that create a need for a new...
Show moreUniversity of Central Florida College of Engineering Thesis; There is a great need for a graphic simulation system used as a training device to take the place of actual flying. A good system will greatly reduce the cost of training men as well as cut down on casualties. Several systems have been tried and are now in use. Among them are two that are worthy of more study. These are the CCTV or model board and the digital systems. Both have several disadvantages that create a need for a new system. One such system is an optically based digitally processes system that combines the best features of two previous systems. This system uses charge-coupled-device memories that are digitally accessed by a microcomputer based system. The information from the CCD's is then processed and calculations are performed on it to transform it into a form that can be displayed on a cockpit-like screen. The system also allows for interaction between the pilot and itself.
Show less
-
Date Issued
-
1979
-
Identifier
-
CFR0008131, ucf:52966
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFR0008131
-
-
Title
-
A Management Training Game for Police Command Control Officer Training.
-
Creator
-
Custer, Charles R., Bauer, Christian, Engineering
-
Abstract / Description
-
Florida Technological University College of Engineering Thesis
-
Date Issued
-
1972
-
Identifier
-
CFR0012142, ucf:53127
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFR0012142
-
-
Title
-
The Effect of Videogame Play on Robotic Surgery Skill Acquisition.
-
Creator
-
Tanaka, Alyssa, Hughes, Charles, Kincaid, John, Cendan, Juan, Smith, Roger, University of Central Florida
-
Abstract / Description
-
Robotic surgery uses innovative technology to transcend a surgeon's skills when performing complex procedures. Currently, the only FDA approved robotic system is Intuitive's da Vinci Surgical System. While this system offers many advantages over other minimally invasive techniques, it also introduces a need for specialized training. Virtual reality simulators have emerged as valuable tools for standardized and objective robotic surgery skill training and assessments. In recent years, the idea...
Show moreRobotic surgery uses innovative technology to transcend a surgeon's skills when performing complex procedures. Currently, the only FDA approved robotic system is Intuitive's da Vinci Surgical System. While this system offers many advantages over other minimally invasive techniques, it also introduces a need for specialized training. Virtual reality simulators have emerged as valuable tools for standardized and objective robotic surgery skill training and assessments. In recent years, the idea of using video game technology in surgical education for laparoscopy has also been explored; however few have attempted to make a connection between video game experience and robotic surgical skills. Thus, the current study aims to examine the performance of video gamers in a virtual reality robotic surgery simulator. Furthermore, the video gamers' performance was compared to that of medical students, expert robotic surgeons, and (")laypeople.(") The purpose of this study is to examine the hypothesis that video gamers acquire perceptual and psychomotor skills through video game play, similar to those used by robotic surgeons.Subjects completed a demographic questionnaire and performed three computer-based perceptual tests: a Flanker compatibility task, a subsidizing task, and a Multiple Object Tracking test. Participants then performed two warm-up exercises on the Mimic dV-Trainer to familiarize themselves with the system and eight trials of two core exercises to test their skills. After completing all trials, participants completed a post-questionnaire regarding their experience with the system.Expert video gamers (n=40), medical students (n=24), laypeople (n=42) and expert robotic surgeons (n=16) were recruited. Medical students and gamers were significantly faster than experts in the Flanker Task. The experts were significantly slower than the all other groups in the subsidizing task. Experts scored significantly higher, were significantly more efficient, and were significantly faster than laypeople, medical students, and gamers in the first trial of Ring (&) Rail 1 and Suture Sponge. In trial eight of Ring (&) Rail 1, experts scored significantly higher and were more efficient than laypeople. Experts were also significantly faster than all other groups. Experts scored significantly higher than laypeople and gamers in trial Suture Sponge. Experts were significantly more efficient and significantly faster than all other groups. Contrary to prior literature in laparoscopy, this study was unable to validate enhanced abilities of video gamers in a robotic surgery simulator. This study does further demonstrate that the transfer of skills developed through video game play is relevant to the surgical technique. This may be due to the differences of the systems and how the users interact within them. In a society where video games have become an integral past time, it is important to determine the role that video games play in the perceptual and psychomotor development of users. These findings can be generalized to domains outside of medicine that utilize robotic and computer-controlled systems, speaking to the scope of the gamers' abilities and pointing to the capacity within these systems.
Show less
-
Date Issued
-
2015
-
Identifier
-
CFE0006010, ucf:51002
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0006010
Pages