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- Title
- SPEEDES: A CASE STUDY OF SPACE OPERATIONS.
- Creator
-
Paruchuri, Amith, Rabelo, Luis, University of Central Florida
- Abstract / Description
-
This thesis describes the application of parallel simulation techniques to represent the structured functional parallelism present within the Space Shuttle Operations Flow using the Synchronous Parallel Environment for Emulation and Discrete-Event Simulation (SPEEDES), an object-oriented multi-computing architecture. SPEEDES is a unified parallel simulation environment, which allocates events over multiple processors to get simulation speed up. Its optimistic processing capability minimizes...
Show moreThis thesis describes the application of parallel simulation techniques to represent the structured functional parallelism present within the Space Shuttle Operations Flow using the Synchronous Parallel Environment for Emulation and Discrete-Event Simulation (SPEEDES), an object-oriented multi-computing architecture. SPEEDES is a unified parallel simulation environment, which allocates events over multiple processors to get simulation speed up. Its optimistic processing capability minimizes simulation lag time behind wall clock time, or multiples of real-time. SPEEDES accommodates an increase in process complexity with additional parallel computing nodes to allow sharing of processing loads. This thesis focuses on the process of translating a model of Space Shuttle Operations from a procedural oriented and single processor approach to one represented in a process-driven, object-oriented, and distributed processor approach. The processes are depicted by several classes created to represent the operations at the space center. The reference model used is the existing Space Shuttle Model created in ARENA by NASA and UCF in the year 2001. A systematic approach was used for this translation. A reduced version of the ARENA model was created, and then used as the SPEEDES prototype using C++. The prototype was systematically augmented to reflect the entire Space Shuttle Operations Flow. It was then verified, validated, and implemented.
Show less - Date Issued
- 2005
- Identifier
- CFE0000330, ucf:46286
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000330
- Title
- The Restorative Effects of Color and Environment Type on Cognitive Functioning.
- Creator
-
Michaelis, Jessica, Smither, Janan, Kincaid, John, Beidel, Deborah, Mcconnell, Daniel, University of Central Florida
- Abstract / Description
-
Although individuals have limited directed attention capabilities, it has been shown that exposure to natural environments elicit cognitive restoration (i.e. Berman, 2008). It has also been shown that individuals prefer blue and green colors because they are relaxing and prompt happy feelings (Guilford (&) Smith, 1959; Mahnke, 1996; Wexner, 1954). The question however, is what aspects of nature elicit these effects: is it the natural colors, the environmental setting, or both? The present...
Show moreAlthough individuals have limited directed attention capabilities, it has been shown that exposure to natural environments elicit cognitive restoration (i.e. Berman, 2008). It has also been shown that individuals prefer blue and green colors because they are relaxing and prompt happy feelings (Guilford (&) Smith, 1959; Mahnke, 1996; Wexner, 1954). The question however, is what aspects of nature elicit these effects: is it the natural colors, the environmental setting, or both? The present experiment will examine the effects of color (Blue, Green, Black and White, (&) Natural) and environmental setting (Urban, Foliage, (&) Aquatic) on measures of attention, short term memory, and mood. Additionally, this study was designed to replicate the findings of Berman et.al 2008, all while rigorously controlling for the pictorial content of its manipulation. Due to the exploratory nature of this study, no specific hypotheses were made. However, the goal of this research was to (")tease apart(") the effects of color and environment on the restoration of cognitive abilities. One hundred and nineteen non-color blind individuals completed pre and post tests for the State Trait Anxiety Inventory (Form Y-1), Backwards Digit Span, and the Attention Network Task and viewed one of the twelve color/environmental setting picture sets between the pre and posttests. Results of the 2x3x4 Mixed ANOVAs do not support past research which suggests that natural environments are restorative in nature.
Show less - Date Issued
- 2013
- Identifier
- CFE0004892, ucf:49665
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004892
- Title
- EVALUATING OUTCOMES OF EDUCATION ON WASTE MANAGEMENT IN THE HOSPITAL SETTING.
- Creator
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Schlather, Taryn N, Decker, Jonathan, Loerzel, Victoria, University of Central Florida
- Abstract / Description
-
With advancements in healthcare, we continue to find new needs that must be addressed. Hospitals generate a substantial amount of medical waste, and proper disposal is important for patient and staff safety, environmental protection, and cost efficiency. A series of studies show there is a need for further education on hospital waste management policies. This thesis aims to evaluate education interventions to improve knowledge and healthcare waste disposal practices. This literature review...
Show moreWith advancements in healthcare, we continue to find new needs that must be addressed. Hospitals generate a substantial amount of medical waste, and proper disposal is important for patient and staff safety, environmental protection, and cost efficiency. A series of studies show there is a need for further education on hospital waste management policies. This thesis aims to evaluate education interventions to improve knowledge and healthcare waste disposal practices. This literature review was conducted using multiple databases, including MedLINE, CINAHL, GreenFILE, Google Scholar, EBSCOhost, and NCBI, to find qualifying research articles in the English language from 2005-2018. Key terms for the searches were: education, training, waste, disposal, healthcare, medical, reduction, hospital, pound, and kilogram. Results demonstrate that further education on hospital waste management has the potential to reduce waste, improve disposal and segregation, and reduce costs. However, the lack of consistency in the research, literature, and educational interventions all pose as limitations. Hospitals have the potential to benefit from improved waste management practices by enhancing patient care, reducing waste, saving costs on waste disposal, and protecting the environment.
Show less - Date Issued
- 2018
- Identifier
- CFH2000377, ucf:45822
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH2000377
- Title
- SUPPORTING REAL-TIME PDA INTERACTION WITH VIRTUAL ENVIRONMENT.
- Creator
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Shah, Radhey, Chatterjee, Mainak, University of Central Florida
- Abstract / Description
-
Personal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual...
Show morePersonal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual world. The architecture consists of three components in the complete system, a PDA, a desktop that acts as a proxy and Virtual Environment Software Sandbox (VESS), software developed at the Institute for Simulation and Training (IST). The purpose of the architecture is to enable issuing text and voice commands from PDA to virtual entities in VESS through the proxy. The commands are a pre-defined set of simple words such as 'move forward', 'turn right', 'go', and 'stop'. These commands are matched at the proxy and sent to VESS as text in XML format. The response from VESS is received at the proxy and forwarded back to the PDA. Performance measures with respect to response time characteristics of text messages between PDA and proxy over Wi-Fi networks are conducted. The results are discussed with respect to the acceptable delays for human perception in order to have real-time interaction between a PDA and an avatar in virtual world.
Show less - Date Issued
- 2004
- Identifier
- CFE0000195, ucf:46158
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000195
- Title
- A COGNITIVE INVESTIGATION OF COMPUTERIZED WALK-THROUGH MODELS.
- Creator
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Carrillo, Maria, Sims, Valerie, University of Central Florida
- Abstract / Description
-
The growth of the World Wide Web has prompted many businesses to develop electronic commerce (e-commerce) as a domain where consumers can conveniently purchase their products (Chittaro& Ranon, 2002). Marketing and Human - Computer Interaction (HCI) research has focused on the ways interactivity can improve purchasing experience. One particular technique is through the use of computer models of products known as visual object representations (Ozok& Komlodi, 2009). Research on visual product...
Show moreThe growth of the World Wide Web has prompted many businesses to develop electronic commerce (e-commerce) as a domain where consumers can conveniently purchase their products (Chittaro& Ranon, 2002). Marketing and Human - Computer Interaction (HCI) research has focused on the ways interactivity can improve purchasing experience. One particular technique is through the use of computer models of products known as visual object representations (Ozok& Komlodi, 2009). Research on visual product representations is focused on models of objects typically purchased in a store, such as clothing and electronics, which can usually be manipulated and rotated as desired (Ozok& Komlodi, 2009). There seems to be a gap in the literature regarding computer models for which consumers actually do not have an established mental models. Computerized walk-through models allow users to virtually navigate a space as well as to view a model of a living space from different orientations. An experiment was conducted on 100 participants to investigate computerized walk-through models and the role the type of model and workload plays in the amount of knowledge gained about the layout and consumer preference. Participants navigated a computerized walk-through model or a two dimensional picture set of a hotel room (low complexity) or apartment (high complexity) .Then they completed a series of surveys. Results indicate that two-dimensional models were best for learning the layout of a high complexity model and that three-dimensional models were better for learning the layout of a low complexity model. Results have implications for virtual model use in education and the military.
Show less - Date Issued
- 2012
- Identifier
- CFH0004155, ucf:44841
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004155
- Title
- TECHNOLOGICAL DISASTERS: AN INVESTIGATION OF THE CONSERVATION OF RESOURCES THEORY ON DEPRESSION.
- Creator
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Gentry, Brian, Rivera, Fernando, University of Central Florida
- Abstract / Description
-
Researchers studying the affects of resource loss following a technological disaster have exclusively investigated the acute period directly after the event occurred. This study applied Hobfoll's (1988, 1989) Conservation of Resources model in order to examine the long term effects of resource loss on depression in Cordova, Alaska a decade after the Exxon Valdez Oil spill. Results suggest that resource loss was a more prominent predictor for depression than demographics, involvement in...
Show moreResearchers studying the affects of resource loss following a technological disaster have exclusively investigated the acute period directly after the event occurred. This study applied Hobfoll's (1988, 1989) Conservation of Resources model in order to examine the long term effects of resource loss on depression in Cordova, Alaska a decade after the Exxon Valdez Oil spill. Results suggest that resource loss was a more prominent predictor for depression than demographics, involvement in the on-going litigation, or commercial fishing jobs. The research concludes that certain aspects of resource loss are critical in the development of depression after a technological disaster, and in understanding how to address depression in the community.
Show less - Date Issued
- 2008
- Identifier
- CFE0002337, ucf:47779
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002337
- Title
- EXPLORING ADDITIONAL FACTORS OF PRESENCE.
- Creator
-
Chertoff, Dustin, Goldiez, Brian, University of Central Florida
- Abstract / Description
-
One of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This...
Show moreOne of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This dissertation investigates the theoretical components of holistic experiences in virtual environments. In order to explore the relationship between experiential design and presence, a new evaluation tool was needed. This ultimately led to the development of the Virtual Experience Test. To validate the Virtual Experience Test, an experiment was designed that utilized subjective evaluations regarding game-play in the commercial game Mirror's Edge. Measures of experiential design, flow, and presence were taken and the relationships between the measures analyzed. The results of this research showed that environments utilizing holistic designs result in significantly higher presence. Furthermore, this study produced a validated measure of holistic experience that designers could use to evaluate their virtual environments.
Show less - Date Issued
- 2009
- Identifier
- CFE0002779, ucf:48133
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002779
- Title
- Examining the Social Interactions of Young Adults with Autism Spectrum Disorders in a Virtual Environment.
- Creator
-
Gallup, Jennifer, Little, Mary, Dieker, Lisa, Butler, Malcolm, Pearl, Cynthia, University of Central Florida
- Abstract / Description
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This phenomenological study examined the social interactions during online game play in a virtual environment for five young adults with an autism spectrum disorder (ASD) who attended a large metropolitan university, enrolled in the first 60 credits of a science, technology, engineering, or mathematics (STEM) field of study. Given the evolution of technology and opportunities to socialize in virtual communities, it is becoming increasingly important to understand how young adults with ASD...
Show moreThis phenomenological study examined the social interactions during online game play in a virtual environment for five young adults with an autism spectrum disorder (ASD) who attended a large metropolitan university, enrolled in the first 60 credits of a science, technology, engineering, or mathematics (STEM) field of study. Given the evolution of technology and opportunities to socialize in virtual communities, it is becoming increasingly important to understand how young adults with ASD assimilate into new social opportunities that provide supports for extraneous variables such as face-to-face situations. As research begins to emerge on virtual environments there is little research addressed specific to socialization and the development of interpersonal relationships. Further, there is a distinct lack of research specific to young adults with ASD who engage socially in virtual environments. A phenomenological research method was used to explain the social activities as they occurred for this specific group of individuals. Structured and unstructured interviews, observations, document analysis, and a self-reporting survey were conducted and collected. Analysis used emergent coding following Moustakas' modified Van Kaam method (1994). Common themes were identified and reported through lists and tables. In summary, this study described how young adults with ASD socialized within a virtual community. This study provided findings that individuals with ASD actively seek friendships, recognize emotions, understand roles within the game and real life use skills necessary for success in postsecondary education and STEM related careers, and lays the foundation for continuing research using virtual environments to support interpersonal relationships that may support greater postsecondary outcomes.
Show less - Date Issued
- 2015
- Identifier
- CFE0005796, ucf:50024
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005796
- Title
- AUTONOMOUS ENVIRONMENTAL MAPPING IN MULTI-AGENT UAV SYSTEMS.
- Creator
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Luotsinen, Linus Jan, Boloni, Ladislau L., University of Central Florida
- Abstract / Description
-
UAV units are by many researchers and aviation specialists considered the future and cutting edge of modern flight technology. This thesis discusses methods for efficient autonomous environmental mapping in a multi-agent domain. An algorithm that emphasizes on team work by sharing the agents local map information and exploration intentions is presented as a solution to the mapping problem. General theories on how to model and implement rational autonomous behaviour for UAV agents are...
Show moreUAV units are by many researchers and aviation specialists considered the future and cutting edge of modern flight technology. This thesis discusses methods for efficient autonomous environmental mapping in a multi-agent domain. An algorithm that emphasizes on team work by sharing the agents local map information and exploration intentions is presented as a solution to the mapping problem. General theories on how to model and implement rational autonomous behaviour for UAV agents are presented. Three different human and tactical behaviour modeling techniques are evaluated. The author found the CxBR paradigm to be the most interesting approach. Also, in order to test and quantify the theories presented in this thesis a simulation environment was developed. This simulation software allows for UAV agents to operate in a visual 3-D environment with mountains, other various terrain types, danger points and enemies to model unexpected events.
Show less - Date Issued
- 2004
- Identifier
- CFE0000051, ucf:46111
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000051
- Title
- ENHANCING SITUATIONAL AWARENESS THROUGH HAPTICS INTERACTION IN VIRTUAL ENVIRONMENT TRAINING SYSTMES.
- Creator
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Hale, Kelly, Stanney, Kay, University of Central Florida
- Abstract / Description
-
Virtual environment (VE) technology offers a viable training option for developing knowledge, skills and attitudes (KSA) within domains that have limited live training opportunities due to personnel safety and cost (e.g., live fire exercises). However, to ensure these VE training systems provide effective training and transfer, designers of such systems must ensure that training goals and objectives are clearly defined and VEs are designed to support development of KSAs required. Perhaps the...
Show moreVirtual environment (VE) technology offers a viable training option for developing knowledge, skills and attitudes (KSA) within domains that have limited live training opportunities due to personnel safety and cost (e.g., live fire exercises). However, to ensure these VE training systems provide effective training and transfer, designers of such systems must ensure that training goals and objectives are clearly defined and VEs are designed to support development of KSAs required. Perhaps the greatest benefit of VE training is its ability to provide a multimodal training experience, where trainees can see, hear and feel their surrounding environment, thus engaging them in training scenarios to further their expertise. This work focused on enhancing situation awareness (SA) within a training VE through appropriate use of multimodal cues. The Multimodal Optimization of Situation Awareness (MOSA) model was developed to identify theoretical benefits of various environmental and individual multimodal cues on SA components. Specific focus was on benefits associated with adding cues that activated the haptic system (i.e., kinesthetic/cutaneous sensory systems) or vestibular system in a VE. An empirical study was completed to evaluate the effectiveness of adding two independent spatialized tactile cues to a Military Operations on Urbanized Terrain (MOUT) VE training system, and how head tracking (i.e., addition of rotational vestibular cues) impacted spatial awareness and performance when tactile cues were added during training. Results showed tactile cues enhanced spatial awareness and performance during both repeated training and within a transfer environment, yet there were costs associated with including two cues together during training, as each cue focused attention on a different aspect of the global task. In addition, the results suggest that spatial awareness benefits from a single point indicator (i.e., spatialized tactile cues) may be impacted by interaction mode, as performance benefits were seen when tactile cues were paired with head tracking. Future research should further examine theoretical benefits outlined in the MOSA model, and further validate that benefits can be realized through appropriate activation of multimodal cues for targeted training objectives during training, near transfer and far transfer (i.e., real world performance).
Show less - Date Issued
- 2006
- Identifier
- CFE0001414, ucf:47034
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001414
- Title
- PRESENCE-DEPENDENT PERFORMANCE DIFFERENCES BETWEEN VIRTUAL SIMULATIONS AND MINIATURE WORLDS.
- Creator
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Huthmann, Andre, Malone, Linda, University of Central Florida
- Abstract / Description
-
The purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between...
Show moreThe purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between simulations and reality-based applications. It seems that the factors that makes simulation so attractive, namely the absence of constraints and especially of imminent danger for persons and equipment, influence the behavior and thereby the performance of the user. These differences between simulation and reality may lead to false conclusions based on simulation results. The concept of perceiving a simulation as real and of being in the simulation is called sense of presence. This psychological construct can also be described as level of disbelief towards the simulation. Hence, differences in behavior are based on such users assessment of a simulation and subsequently are supposed to be mediated by a difference in presence. This research established significant differences in presence and performance between a simulation and a miniature-world teleoperation task. Presence and performance changed in identical tasks due to the application type and the connected danger to the robot. Also, the results supported a negative relationship between presence and performance: presence increased in the miniature-world and affected performance so that performance decreased. The causal relationship of application type presence performance was established and demands the examination of simulation based results with respect to the perceived danger to equipment, before they are transferred into the real application.
Show less - Date Issued
- 2009
- Identifier
- CFE0002562, ucf:47666
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002562
- Title
- EFFECTS OF CONTENT AUGMENTATION STRATEGIES IN AN INSTRUCTIONAL VIRTUAL ENVIRONMENT.
- Creator
-
Hamilton, Roger, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
-
Content augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments....
Show moreContent augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments. The VE experiment examined the effectiveness and efficiency impact of six different content augmentation strategies which overlayed different content augmentation objects onto four immersive VE scenarios. Sixty university students, 40 men and 20 women, executed three CAS-enhanced training missions and one no-CAS test mission. The task involved the recall and correct application of specific rules for three subtasks of a military helicopter landing zone scouting mission. The strategies included a no-strategy control condition, an arrow condition, an audio coaching condition, a text coaching condition, an arrow plus audio coaching condition, and an arrow plus text coaching condition. Statistical and decision analyses were conducted on the effectiveness and efficiency performance data. Statistically significant differences were found which supported the general superiority of the audio content augmentation strategy for these tasks. This dissertation may be the first use of a decision analysis approach for analyzing the results of behavioral data for instructional design decisions. The decision analysis approach used decision trees, simulation and optimization to obtain content augmentation strategy rankings. As this approach is normally used for course of action analysis and comparing alternative system configurations, the validity of this approach in this context has yet to be determined. The decision analysis approach obtained plausible and similar, but not identical recommendations to the statistical approach. The decision analysis approach may constitute a limited instantiation of a proposed optimal stimulus set instructional design model which conceptually framed the experiment. Training guideline recommendations, experimental procedure recommendations, and a comprehensive framework for future research are also presented.
Show less - Date Issued
- 2005
- Identifier
- CFE0000884, ucf:46638
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000884
- Title
- SPATIAL SCHEMA TRANSFERS TO SIMILAR PLACE: A CASE OF DISNEY THEME PARKS.
- Creator
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Kopel, Daphne, Sims, Valerie, University of Central Florida
- Abstract / Description
-
The intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite...
Show moreThe intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite of the training method used in the virtual environment. The results suggest that the existing schema for a similar place transfers to the new environment regardless of passive or active training.
Show less - Date Issued
- 2014
- Identifier
- CFH0004573, ucf:45153
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004573
- Title
- Developing an Insider Threat Experimental Environment.
- Creator
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Ortiz, Eric, Reinerman, Lauren, Matthews, Gerald, Fanfarelli, Joseph, Nicholson, Denise, University of Central Florida
- Abstract / Description
-
Simulated, 3D gaming environments have been used for a wide-range of applications including training, entertainment, and experimentation in an assortment of domains for some time. This can be attributed to their unique ability to emulate multifaceted situations that may be difficult to control, while affording participants the opportunity to operate in a relatively safe environment. In cybersecurity research, investigation of insider threat behavior is an endeavor that has received little...
Show moreSimulated, 3D gaming environments have been used for a wide-range of applications including training, entertainment, and experimentation in an assortment of domains for some time. This can be attributed to their unique ability to emulate multifaceted situations that may be difficult to control, while affording participants the opportunity to operate in a relatively safe environment. In cybersecurity research, investigation of insider threat behavior is an endeavor that has received little attention in terms of available environments and resources for experimental manipulation. This research effort aimed to close this gap. A simulated, 3D gaming environment and accompanying scenarios were developed for utilization as a research application for a verification study. These constitute crucial components for proper development of insider threat detection tools and training applications. The aim was to use knowledge of performance, user stress state, and user perceptions of the simulation's graphic and usability qualities to verify the simulation for use in insider threat detection work. The objective of this simulated, 3D gaming environment and scenarios was to serve as a realistic and valid context for the development of insider threat identification methods. The scenario narrative involved a reenactment of computer system exploitation by an employee who is trying to acquire private financial information without authorization. In each scenario, the participant assumed the role of a financial investigator employed at a large financial institution. There were two conditions associated with this verification study (control and insider threat). Participants in the control condition performed all of their tasking as regular bank employees while participants assigned to the insider threat condition had to carry out a portion of their tasking as an insider threat.Findings indicated that participants found the simulated, 3D gaming environment engaging, and the simulations graphics usable and immersive. Additionally, the role manipulation resulted in a significant difference in the time it took to perform critical tasking (tasking that was illicit in the insider threat condition). Role manipulation did not produce significant differences in stress between conditions, but it was influential regarding the perceptions of the stress sources. The results suggest that this simulated, 3D gaming environment meets the needs of insider threat investigation and can be used to advance understanding of the nature of insider threat behavior.
Show less - Date Issued
- 2017
- Identifier
- CFE0007131, ucf:52309
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007131
- Title
- THE IMPLICATIONS OF VIRTUAL ENVIRONMENTS IN DIGITAL FORENSIC INVESTIGATIONS.
- Creator
-
Patterson, Farrah, Lang, Sheau-Dong, Guha, Ratan, Zou, Changchun, University of Central Florida
- Abstract / Description
-
This research paper discusses the role of virtual environments in digital forensic investigations. With virtual environments becoming more prevalent as an analysis tool in digital forensic investigations, it's becoming more important for digital forensic investigators to understand the limitation and strengths of virtual machines. The study aims to expose limitations within commercial closed source virtual machines and open source virtual machines. The study provides a brief overview of...
Show moreThis research paper discusses the role of virtual environments in digital forensic investigations. With virtual environments becoming more prevalent as an analysis tool in digital forensic investigations, it's becoming more important for digital forensic investigators to understand the limitation and strengths of virtual machines. The study aims to expose limitations within commercial closed source virtual machines and open source virtual machines. The study provides a brief overview of history digital forensic investigations and virtual environments, and concludes with an experiment with four common open and closed source virtual machines; the effects of the virtual machines on the host machine as well as the performance of the virtual machine itself. My findings discovered that while the open source tools provided more control and freedom to the operator, the closed source tools were more stable and consistent in their operation. The significance of these findings can be further researched by applying them in the context of exemplifying reliability of forensic techniques when presented as analysis tool used in litigation.
Show less - Date Issued
- 2011
- Identifier
- CFE0004152, ucf:49050
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004152
- Title
- Persons, Houses, and Material Possessions: Second Spanish Period St. Augustine Society.
- Creator
-
Velasquez, Daniel, Lindsay, Anne, Gordon, Fon, Larson, Peter, Murphree, Daniel, University of Central Florida
- Abstract / Description
-
St. Augustine in the late eighteenth and early nineteenth centuries was a prosperous, multi-ethnic community that boasted trade connections throughout the Atlantic world. Shipping records demonstrate that St. Augustine had access to a wide variety of goods, giving residents choices in what they purchased, and allowing them to utilize their material possessions to display and reinforce their status. Likewise, their choice of residential design and location allowed them to make statements in...
Show moreSt. Augustine in the late eighteenth and early nineteenth centuries was a prosperous, multi-ethnic community that boasted trade connections throughout the Atlantic world. Shipping records demonstrate that St. Augustine had access to a wide variety of goods, giving residents choices in what they purchased, and allowing them to utilize their material possessions to display and reinforce their status. Likewise, their choice of residential design and location allowed them to make statements in regards to their place in the social order. St. Augustine was a unique city in the Spanish Empire; the realities of frontier living meant that inter-ethnic connection were common and often necessary for survival and social advancement. Inhabitants enjoyed a high degree of social mobility based on wealth rather than ethnicity or place of origin. Through entrepreneurship and hard work, many St. Augustinians took advantage of the city's newfound prosperity and fluid social structure to better their economic and societal position. In sum, St. Augustine in the Second Spanish Period (1783-1821) was not a city in decay as the traditional historiography holds; rather, it was a vibrant community characterized by a frontier cosmopolitanism where genteel aspirations and local realities mixed to define the social order.
Show less - Date Issued
- 2015
- Identifier
- CFE0005897, ucf:50893
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005897
- Title
- INVESTIGATING THE EFFECTS OF 3-D SPATIALIZED AUDITORY CUES ON THE DEVELOPMENT OF SITUATION AWARENESS FOR TEAMS.
- Creator
-
Milham, Laura, Bowers, Clint, University of Central Florida
- Abstract / Description
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This dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type...
Show moreThis dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type of auditory cues incorporated into virtual environment (VE) team training scenarios within the context of a MOUT team task. In general, the results of this study provided partial support for the beneficial effects of 3-D audio cues in facilitating the development of situation awareness and reducing workload. Implications are discussed in the context of design guidance for VE training systems.
Show less - Date Issued
- 2005
- Identifier
- CFE0000857, ucf:46653
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000857
- Title
- Supporting Learning in Educational 3D Virtual Environments: The Impact of Intergenerational Joint Media Engagement.
- Creator
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Michlowitz, Robert, Walters, Lori, Hughes, Charles, Vasquez, Trey, Blumberg, Fran, University of Central Florida
- Abstract / Description
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Studies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks...
Show moreStudies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks to examine the potential learning impact on children, ages 8 to 13, encountering a three-dimensional virtual learning environment with their grandparents. The primary research question this study examines is whether children exploring a 3D VLE with a grandparent learn the information being conveyed within the environment more effectively. A second aspect of the study considered if the grandparent-child pair would spend a greater amount of time in the virtual environment compared to a child exploring alone. Additionally, this research seeks to determine if there are other benefits a child could gain while interacting with a grandparent while using a VLE. This study used ChronoLeap: The Great World's Fair Adventure, an educational VLE developed at the University of Central Florida under a National Science Foundation Informal Science Education grant. ChronoLeap permits children to explore a virtual representation of the 1964-65 New York World's Fair where they can discover the roots of current technology in their 1960s form and its evolution to the present. This environment affords a child a unique opportunity to encounter a virtual recreation of an era in which their grandparents would have firsthand memories potentially eliciting the grandparent's personal reflections.
Show less - Date Issued
- 2019
- Identifier
- CFE0007837, ucf:52810
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007837
- Title
- TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY.
- Creator
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Savage, Ruthann, Gilson, Richard, University of Central Florida
- Abstract / Description
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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of...
Show moreThe Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Show less - Date Issued
- 2006
- Identifier
- CFE0001288, ucf:46917
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001288
- Title
- THE MEDIATING ROLE OF MOTIVATION AND JOB SATISFACTION IN WORK ENVIRONMENT-OUTCOME RELATIONSHIPS.
- Creator
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Guzman, Melissa, Pritchard, Robert, University of Central Florida
- Abstract / Description
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Research that links various aspects of the work environment to important work outcomes can be traced back almost seventy years. Despite the history and proliferation of these studies, firm conclusions have not been reached regarding the ways through which the work environment impacts these outcomes. For example, mediating variables such as motivation and job satisfaction have been proposed as affective and cognitive states that could impact the environment-outcome relationships but have...
Show moreResearch that links various aspects of the work environment to important work outcomes can be traced back almost seventy years. Despite the history and proliferation of these studies, firm conclusions have not been reached regarding the ways through which the work environment impacts these outcomes. For example, mediating variables such as motivation and job satisfaction have been proposed as affective and cognitive states that could impact the environment-outcome relationships but have received little attention. Additionally, organizational and contextual moderators such as group size and demographics that could impact the relationships have been called for but have yet to be studied. Consequently, much remains to be examined in the environment-outcome relationships beyond the basic links. Therefore, the primary objective of the current study was to investigate the effects of motivation and job satisfaction as mediators, and group size, group tenure, and group gender composition as moderators, of work environment-work outcome relationships. Specifically, it was proposed that motivation and job satisfaction mediate the relationships between the feedback environment, learning environment, and reward and recognition environment and job performance and turnover intentions. Finally, it was expected that group size, group tenure, and group gender composition moderate these same environment-outcome relationships. It is suggested that findings gleaned from this study can provide a clearer picture of how certain work environment variables impact specific work outcomes, which can provide researchers and practitioners with information to improve the organizational setting and individual and organizational outcomes of interest. Support was found for several hypotheses and future research directions are noted.
Show less - Date Issued
- 2007
- Identifier
- CFE0001724, ucf:47299
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001724