Current Search: Training System (x)
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- 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
- 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
- DESIGN FOR AUDITORY DISPLAYS: IDENTIFYING TEMPORAL AND SPATIAL INFORMATION CONVEYANCE PRINCIPLES.
- Creator
-
Ahmad, Ali, Stanney, Kay, University of Central Florida
- Abstract / Description
-
Designing auditory interfaces is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to use sounds in today's visually-rich graphical user interfaces. This dissertation provided a framework for guiding the design of audio interfaces to enhance human-systems performance. This doctoral research involved reviewing the literature on conveying temporal and spatial information using audio, using this knowledge to build...
Show moreDesigning auditory interfaces is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to use sounds in today's visually-rich graphical user interfaces. This dissertation provided a framework for guiding the design of audio interfaces to enhance human-systems performance. This doctoral research involved reviewing the literature on conveying temporal and spatial information using audio, using this knowledge to build three theoretical models to aid the design of auditory interfaces, and empirically validating select components of the models. The three models included an audio integration model that outlines an end-to-end process for adding sounds to interactive interfaces, a temporal audio model that provides a framework for guiding the timing for integration of these sounds to meet human performance objectives, and a spatial audio model that provides a framework for adding spatialization cues to interface sounds. Each model is coupled with a set of design guidelines theorized from the literature, thus combined, the developed models put forward a structured process for integrating sounds in interactive interfaces. The developed models were subjected to a three phase validation process that included review by Subject Matter Experts (SMEs) to assess the face validity of the developed models and two empirical studies. For the SME review, which assessed the utility of the developed models and identified opportunities for improvement, a panel of three audio experts was selected to respond to a Strengths, Weaknesses, Opportunities, and Threats (SWOT) validation questionnaire. Based on the SWOT analysis, the main strengths of the models included that they provide a systematic approach to auditory display design and that they integrate a wide variety of knowledge sources in a concise manner. The main weaknesses of the models included the lack of a structured process for amending the models with new principles, some branches were not considered parallel or completely distinct, and lack of guidance on selecting interface sounds. The main opportunity identified by the experts was the ability of the models to provide a seminal body of knowledge that can be used for building and validating auditory display designs. The main threats identified by the experts were that users may not know where to start and end with each model, the models may not provide comprehensive coverage of all uses of auditory displays, and the models may act as a restrictive influence on designers or they may be used inappropriately. Based on the SWOT analysis results, several changes were made to the models prior to the empirical studies. Two empirical evaluation studies were conducted to test the theorized design principles derived from the revised models. The first study focused on assessing the utility of audio cues to train a temporal pacing task and the second study combined both temporal (i.e., pace) and spatial audio information, with a focus on examining integration issues. In the pace study, there were four different auditory conditions used for training pace: 1) a metronome, 2) non-spatial auditory earcons, 3) a spatialized auditory earcon, and 4) no audio cues for pace training. Sixty-eight people participated in the study. A pre- post between subjects experimental design was used, with eight training trials. The measure used for assessing pace performance was the average deviation from a predetermined desired pace. The results demonstrated that a metronome was not effective in training participants to maintain a desired pace, while, spatial and non-spatial earcons were effective strategies for pace training. Moreover, an examination of post-training performance as compared to pre-training suggested some transfer of learning. Design guidelines were extracted for integrating auditory cues for pace training tasks in virtual environments. In the second empirical study, combined temporal (pacing) and spatial (location of entities within the environment) information were presented. There were three different spatialization conditions used: 1) high fidelity using subjective selection of a "best-fit" head related transfer function, 2) low fidelity using a generalized head-related transfer function, and 3) no spatialization. A pre- post between subjects experimental design was used, with eight training trials. The performance measures were average deviation from desired pace and time and accuracy to complete the task. The results of the second study demonstrated that temporal, non-spatial auditory cues were effective in influencing pace while other cues were present. On the other hand, spatialized auditory cues did not result in significantly faster task completion. Based on these results, a set of design guidelines was proposed that can be used to direct the integration of spatial and temporal auditory cues for supporting training tasks in virtual environments. Taken together, the developed models and the associated guidelines provided a theoretical foundation from which to direct user-centered design of auditory interfaces.
Show less - Date Issued
- 2007
- Identifier
- CFE0001719, ucf:47317
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001719
- Title
- Instructional Strategies for Scenario-Based Training of Human Behavior Cue Analysis with Robot-Aided Intelligence, Surveillance, Reconnaissance.
- Creator
-
Salcedo, Julie, Lackey, Stephanie, Reinerman, Lauren, Barber, Daniel, Kincaid, John, Matthews, Gerald, University of Central Florida
- Abstract / Description
-
The U.S. Army desires to improve safety during Intelligence, Surveillance, Reconnaissance (ISR) operations by removing Warfighters from direct line-of-fire by enhancing ISR operational capabilities with unmanned systems, also known as Robot-Aided ISR (RAISR) (DOD, 2013). Additionally, RAISR presents an opportunity to fulfill ISR capability requirements of modern combat environments including: detection of High-Value Individuals (HVI) from safer distances, identification of baseline behavior,...
Show moreThe U.S. Army desires to improve safety during Intelligence, Surveillance, Reconnaissance (ISR) operations by removing Warfighters from direct line-of-fire by enhancing ISR operational capabilities with unmanned systems, also known as Robot-Aided ISR (RAISR) (DOD, 2013). Additionally, RAISR presents an opportunity to fulfill ISR capability requirements of modern combat environments including: detection of High-Value Individuals (HVI) from safer distances, identification of baseline behavior, and interpretation of adversarial intent (U.S. Army, 2008). Along with the demand and projected acquisition of RAISR technology, there is the added need to design training requirements for system operation and task execution instruction. While documentation identifying specific training standards and objectives for ISR tasks utilizing unmanned systems is limited (DOD, 2013), simulation-based training has been identified as a critical training medium for RAISR (U.S. Army, 2008). ISR analysts will primarily conduct RAISR tasks via Indirect Vision Displays (IVD) which transition well into multimodal simulations (Salcedo, Lackey, (&) Maraj, 2014). However, simulation alone may not fulfill the complex training needs of RAISR tasks, therefore, incorporating instructional support may improve the effectiveness of training (Oser, Gualtieri, Cannon-Bowers, (&) Salas, 1999). One method to accomplish this is to utilize a Scenario-Based Training (SBT) framework enhanced with instructional strategies to target specific training objectives.The purpose for the present experiment was to assess the effectiveness of SBT enhanced with selected instructional strategies for a PC-based RAISR training simulation. The specific task type was the identification of HVIs within a group through behavior cue analysis. The instructional strategies assessed in this experiment, Highlighting and Massed Exposure, have shown to improve attentional weighting, visual search, and pattern recognition skills, which are critical for successful behavior cue analysis. Training effectiveness was evaluated by analyzing the impact of the instructional strategies on performance outcomes, including detection accuracy, classification accuracy, and median response time, and perceptions of the level of engagement, immersion, and presence during training exercises. Performance results revealed that the Massed Exposure strategy produced significantly faster response times for one subtle and one familiar target behavior cue. Perception results indicated that Highlighting was the least challenging instructional strategy and the Control offered the preferred level of challenge. The relationships between performance and perception measures revealed that higher levels of engagement, immersion, and presence were associated with better performance in the Control, but this trend did not always hold for Massed Exposure and Highlighting. Furthermore, presence emerged as the primary predictor of performance for select target behavior cues in the Control and Massed Exposure conditions, while immersion and engagement predicted performance of select cues in the Highlighting condition. The findings of the present experiment point to the potential benefit of SBT instructional strategies to improve effectiveness of simulation-based training for behavior cue analysis during RAISR operations. Specifically, the findings suggest that the Massed Exposure strategy has the potential to improve response time when detecting both familiar and novel targets. The results also highlight directions for future research to investigate methods to alter instructional strategy design and delivery in order to improve trainee perceptions of the instruction.
Show less - Date Issued
- 2014
- Identifier
- CFE0005705, ucf:50151
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005705
- Title
- "THE GIRL IN 14G:" ANALYZING SOLUTIONS FOR VOCAL ISSUES THROUGH VOCAL PEDAGOGY.
- Creator
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Pires-Fernandes, Catherine, Chicurel, Steven, University of Central Florida
- Abstract / Description
-
The intent of this thesis is to study a variety of vocal techniques and identify how to solve different vocal challenges in the musical theatre song, "The Girl in 14G." In order to be successful in the entertainment business, it is imperative that a singer performs healthily and in a variety of music styles. Through an exploration of Lessac Kinesensic Training, Estill Voice Training Systems and Bel Canto techniques, a singer can gain a holistic perspective about voice. I will study with three...
Show moreThe intent of this thesis is to study a variety of vocal techniques and identify how to solve different vocal challenges in the musical theatre song, "The Girl in 14G." In order to be successful in the entertainment business, it is imperative that a singer performs healthily and in a variety of music styles. Through an exploration of Lessac Kinesensic Training, Estill Voice Training Systems and Bel Canto techniques, a singer can gain a holistic perspective about voice. I will study with three voice teachers, each of whom specializes in one of the aforementioned techniques. This thesis will reveal how each voice teacher brought her expertise to the lesson. It is a singer's responsibility to ensure she is well rounded and knowledgeable about her voice, and the different approaches to teaching voice. Solutions that reflect different techniques will be analyzed. Observations and discoveries made in private voice lessons will also be described. Documentation of lessons with each teacher will provide insight about the distinctions and similarities in vocal techniques. This thesis is intended to serve as a starting point for students and teachers to satisfy their own vocal curiosity and exploration.
Show less - Date Issued
- 2014
- Identifier
- CFH0004610, ucf:45320
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004610
- Title
- EFFECT OF OPERATOR CONTROL CONFIGURATION ON UNMANNED AERIAL SYSTEM TRAINABILITY.
- Creator
-
Neumann, John, Kincaid, Peter, University of Central Florida
- Abstract / Description
-
Unmanned aerial systems (UAS) carry no pilot on board, yet they still require live operators to handle critical functions such as mission planning and execution. Humans also interpret the sensor information provided by these platforms. This applies to all classes of unmanned aerial vehicles (UAV's), including the smaller portable systems used for gathering real-time reconnaissance during military operations in urban terrain. The need to quickly and reliably train soldiers to control small...
Show moreUnmanned aerial systems (UAS) carry no pilot on board, yet they still require live operators to handle critical functions such as mission planning and execution. Humans also interpret the sensor information provided by these platforms. This applies to all classes of unmanned aerial vehicles (UAV's), including the smaller portable systems used for gathering real-time reconnaissance during military operations in urban terrain. The need to quickly and reliably train soldiers to control small UAS operations demands that the human-system interface be intuitive and easy to master. In this study, participants completed a series of tests of spatial ability and were then trained (in simulation) to teleoperate a micro-unmanned aerial vehicle equipped with forward and downward fixed cameras. Three aspects of the human-system interface were manipulated to assess the effects on manual control mastery and target detection. One factor was the input device. Participants used either a mouse or a specially programmed game controller (similar to that used with the Sony Playstation 2 video game console). A second factor was the nature of the flight control displays as either continuous or discrete (analog v. digital). The third factor involved the presentation of sensor imagery. The display could either provide streaming video from one camera at a time, or present the imagery from both cameras simultaneously in separate windows. The primary dependent variables included: 1) time to complete assigned missions, 2) number of collisions, 3) number of targets detected, and 4) operator workload. In general, operator performance was better with the game controller than with the mouse, but significant improvement in time to complete occurred over repeated trials regardless of the device used. Time to complete missions was significantly faster with the game controller, and operators also detected more targets without any significant differences in workload compared to mouse users. Workload on repeated trials decreased with practice, and spatial ability was a significant covariate of workload. Lower spatial ability associated with higher workload scores. In addition, demographic data including computer usage and video gaming experience were collected and analyzed, and correlated with performance. Higher video gaming experience was also associated with lower workload.
Show less - Date Issued
- 2006
- Identifier
- CFE0001496, ucf:47080
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001496
- Title
- DESIGNING AN EXPERIENTIAL WEB-BASED LEARNING MODEL TO DELIVER THE ACQUISITION AND APPLICATION OF KNOWLEDGE TO HOSPITALITY EVENT MANAGEMENT STUDENTS USING ROLE-PLAY SIMULATIONS.
- Creator
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Hogg, James, Gunter, Glenda, University of Central Florida
- Abstract / Description
-
ABSTRACT Most hospitality institutions have increasingly moved classes online but are concerned about migrating classes and instructional content online. The concern is most Web-based models are designed to deliver the acquisition of knowledge but lack the ability to transform that knowledge into applied career skills for practical use in the industry. The purpose of this study was to test a new Web-based instructional model. The model supported delivering both the acquisition and application...
Show moreABSTRACT Most hospitality institutions have increasingly moved classes online but are concerned about migrating classes and instructional content online. The concern is most Web-based models are designed to deliver the acquisition of knowledge but lack the ability to transform that knowledge into applied career skills for practical use in the industry. The purpose of this study was to test a new Web-based instructional model. The model supported delivering both the acquisition and application of knowledge. Educators, researchers, and practitioners can utilize the new model to enhance the application of career skills and enhance organizational objectives by providing just-in-time training. The new Web-based instructional model can be delivered through multiple platforms including computers, electronic devices, wireless devices and mobile devices. The application of knowledge was delivered through experiential role-play exercises delivered live to the comparison group and virtual, inside Second Life, to the treatment group. An Analysis of Co-Variance (ANCOVA) revealed a significant difference between groups with higher application scores for the students who received the role-play live compared to virtual. In addition, an analysis was conducted to explore factors to consider when examining the cost effectiveness of Web-based instructional content. Factors determined to be important were developmental costs, delivery costs, and reusability of the Web-based instruction.
Show less - Date Issued
- 2010
- Identifier
- CFE0003044, ucf:48341
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003044
- Title
- Leveraging Help Requests in POMDP Intelligent Tutors.
- Creator
-
Folsom-Kovarik, Jeremiah, Sukthankar, Gita, Schatz, Sarah, Gonzalez, Avelino, Shumaker, Randall, Schatz, Sarah, University of Central Florida
- Abstract / Description
-
Intelligent tutoring systems (ITSs) are computer programs that model individual learners and adapt instruction to help each learner differently. One way ITSs differ from human tutors is that few ITSs give learners a way to ask questions. When learners can ask for help, their questions have the potential to improve learning directly and also act as a new source of model data to help the ITS personalize instruction. Inquiry modeling gives ITSs the ability to answer learner questions and refine...
Show moreIntelligent tutoring systems (ITSs) are computer programs that model individual learners and adapt instruction to help each learner differently. One way ITSs differ from human tutors is that few ITSs give learners a way to ask questions. When learners can ask for help, their questions have the potential to improve learning directly and also act as a new source of model data to help the ITS personalize instruction. Inquiry modeling gives ITSs the ability to answer learner questions and refine their learner models with an inexpensive new input channel.In order to support inquiry modeling, an advanced planning formalism is applied to ITS learner modeling. Partially observable Markov decision processes (POMDPs) differ from more widely used ITS architectures because they can plan complex action sequences in uncertain situations with machine learning. Tractability issues have previously precluded POMDP use in ITS models. This dissertation introduces two improvements, priority queues and observation chains, to make POMDPs scale well and encompass the large problem sizes that real-world ITSs must confront. A new ITS was created to support trainees practicing a military task in a virtual environment. The development of the Inquiry Modeling POMDP Adaptive Trainer (IMP) began with multiple formative studies on human and simulated learners that explored inquiry modeling and POMDPs in intelligent tutoring. The studies suggest the new POMDP representations will be effective in ITS domains having certain common characteristics.Finally, a summative study evaluated IMP's ability to train volunteers in specific practice scenarios. IMP users achieved post-training scores averaging up to 4.5 times higher than users who practiced without support and up to twice as high as trainees who used an ablated version of IMP with no inquiry modeling. IMP's implementation and evaluation helped explore questions about how inquiry modeling and POMDP ITSs work, while empirically demonstrating their efficacy.
Show less - Date Issued
- 2012
- Identifier
- CFE0004506, ucf:49262
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004506
- Title
- Explicit Feedback Within Game-Based Training: Examining the Influence of Source Modality Effects on Interaction.
- Creator
-
Goldberg, Benjamin, Bowers, Clint, Cannon-Bowers, Janis, Kincaid, John, McDaniel, Thomas, Sottilare, Robert, University of Central Florida
- Abstract / Description
-
This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a...
Show moreThis research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting experiment tested varying approaches for utilizing an Embodied Pedagogical Agent (EPA) to function as a tutor during interaction in a game-based environment. Conditions were authored to assess the tradeoffs between embedding an EPA directly in a game, embedding an EPA in GIFT's browser-based Tutor-User Interface (TUI), or using audio prompts alone with no social grounding.The resulting data supports the application of using an EPA embedded in GIFT's TUI to provide explicit feedback during a game-based learning event. Analyses revealed conditions with an EPA situated in the TUI to be as effective as embedding the agent directly in the game environment. This inference is based on evidence showing reliable differences across conditions on the metrics of performance and self-reported mental demand and feedback usefulness items. This research provides source modality tradeoffs linked to tactics for relaying training relevant explicit information to a user based on real-time performance in a game.
Show less - Date Issued
- 2013
- Identifier
- CFE0004850, ucf:49696
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004850
- Title
- INVESTING IN AN INTERCONNECTED WORKFORCE:GLOBAL EDUCATION REFORM.
- Creator
-
Klug, Amelia, Bryer, Thomas, University of Central Florida
- Abstract / Description
-
Regardless of culture, socio-economic background, and quality of life, all students deserve the highest quality of education. But the reality is, many education systems around the world do not offer it. Investing in structural reforms in education has the potential to boost economic growth in countries around the world. By learning from different education systems strengths and weaknesses, policy decisions can be made that ensure students are given the opportunity for higher educational...
Show moreRegardless of culture, socio-economic background, and quality of life, all students deserve the highest quality of education. But the reality is, many education systems around the world do not offer it. Investing in structural reforms in education has the potential to boost economic growth in countries around the world. By learning from different education systems strengths and weaknesses, policy decisions can be made that ensure students are given the opportunity for higher educational outcomes. This study analyzes high, middle, and low quality education systems around the world and the infrastructures that lead to educational success or failure. Fifteen education systems are chosen for this study which includes Shanghai-China, Singapore, Japan, Finland, Canada, Portugal, United States, Luxembourg, Spain, Hungary, Brazil, Argentina, Indonesia, Qatar, and Peru. Each system is analyzed in terms of its teacher quality, curriculum, school system structure, and educational equity. From this study, it appears that there is a high-correlation between four indicators and top-educational success. These four indicators include having a highly selective model for hiring teachers, recruiting teachers from a top-pool of graduates, having a high-level of prestige held for teachers in society, and insuring students of low socio-economic status are given equal educational opportunities for success. Recommendations for a new teacher training and selection model are discussed based on the top four indicators. These recommendations could cause educational gains for both the United States and other systems around the world.
Show less - Date Issued
- 2014
- Identifier
- CFH0004691, ucf:45247
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004691