[1]
Augmented Reality Training of Military Tasks: Reactions from Subject Matter
Experts
VR for Learning and Training
/
Champney, Roberto
/
Lackey, Stephanie J.
/
Stanney, Kay
/
Quinn, Stephanie
VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed
Reality
2015-08-02
p.251-262
Keywords: Augmented reality; Training; Learning; Immersive virtual reality; Wearable
technology; Mixed reality; Training systems
© Copyright 2015 Springer International Publishing Switzerland
Summary: The purpose of this research effort was to understand the training utility
of augmented reality and simulation-based training capabilities in an outdoor
field environment. Specifically, this research focused on evaluating the
training efficacy of the Augmented Immersive Team Training (AITT) system, a
portable augmented reality training solution that targets Forward Observer (FO)
tasks associated with a Call for Fire (CFF) mission. The assessment focused on
evaluating training utility, satisfaction, usability, simulator sickness,
presence, immersion and appropriateness of the fidelity cues provided by the
AITT system. Data were gathered via questionnaires. The results of this study
provided insight for formative evolution of the AITT system design and may have
implications to other similar technologies.
[2]
Quantifying Resilience to Enhance Individualized Training
Cognitive Load, Stress and Fatigue
/
Winslow, Brent
/
Carroll, Meredith
/
Jones, David
/
Hannigan, Frank
/
Hale, Kelly
/
Stanney, Kay
/
Squire, Peter
FAC 2013: 7th International Conference on Foundations of Augmented Cognition
2013-07-21
p.628-636
Keywords: Resilience; Stress; Adaptation; Training; Autonomic Nervous System
© Copyright 2013 Springer-Verlag
Summary: Resilience is the human ability to adapt in the face of tragedy, trauma,
adversity, hardship, and ongoing life stressors. To date, experimental reports
on this subject have focused on long-term trajectories (weeks to months) of
resilience, with little or no focus on whether significant changes to
resilience could be achieved by short-term interventions. Currently, an
individual's resilience is defined either by self-report or by behavioral
changes such as the development of depression, post-traumatic stress disorder,
or suicide. We propose that the quantification of an individual's physiological
and behavioral response to stress under controlled conditions is an indication
of the individual's level of resilience. To address such real-time resilience,
we propose the first in a series of studies to evaluate real-time human
resilience by exposing participants to controlled stressors while assessing the
stress response. Activation of the hypothalamus-pituitary-adrenal cortex axis
and sympathetic branch of the autonomic nervous system via monitoring of the
pupil constriction, heart and respiration rate, muscle tonicity, salivary
cortisol, and electrodermal activity will be assessed. Stress exposure will
consist of virtual stressors presented using Virtual Battlespace 2
software-based scenarios, such as noise exposure, time pressure, and
emotion-induction tasks, as well as external stressors such as socio-evaluative
stress via the Trier social stress task, while evaluating decision-making and
performance. The relationship between performance and the physiological stress
response will be quantified, including the creation of a series of
stress-performance trajectories based upon individual differences. Such an
analysis is similar to probing for resilience in material testing, in which a
load is applied to a candidate material, and the resulting forces and
observable changes in dimension are quantified and reported via stress-strain
curves. Ongoing studies will examine how this resilience measure may be
integrated into a closed-loop training system to provide appropriate coping
strategies to optimize resilience training. Such training programs, which take
into account individual perceptions of stressors and physiological responses,
are expected to be effective in helping trainees develop resiliency during
high-stress operations.
[3]
EDITED BOOK
The human-computer interaction handbook: fundamentals, evolving
technologies, and emerging applications
/
Jacko, Julie A.
2012
p.1518
CRC Press
Third edition
Introduction: A Moving Target: The Evolution of Human-Computer Interaction
+ Grudin, Jonathan
Humans in HCI
Perceptual-Motor Interaction: Some Implications for Human-Computer Interaction
+ Welsh, Timothy N.
+ Chandrasekharan, Sanjay
+ Ray, Matthew
+ Neyedli, Heather
+ Chua, Romeo
+ Weeks, Daniel J.
Human Information Processing: An Overview for Human-Computer Interaction
+ Proctor, Robert W.
+ Vu, Kim-Phuong L.
Mental Models in Human-Computer Interaction
+ Payne, Stephen J.
Task Loading and Stress in Human-Computer Interaction: Theoretical Frameworks and Mitigation Strategies
+ Szalma, James L.
+ Hancock, Gabriella M.
+ Hancock, Peter A.
Choices and Decisions of Computer Users
+ Jameson, Anthony
Computers in HCI
Input Technologies and Techniques
+ Hinckley, Ken
+ Wigdor, Daniel
Sensor- and Recognition-Based Input for Interaction
+ Wilson, Andrew D.
Visual Displays
+ Schlick, Christopher M.
+ Winkelholz, Carsten
+ Ziefle, Martina
+ Mertens, Alexander
Haptic Interface
+ Iwata, Hiroo
Nonspeech Auditory and Crossmodal Output
+ Hoggan, Eve
+ Brewster, Stephen
Network-Based Interaction
+ Dix, Alan
Wearable Computers
+ Siewiorek, Daniel
+ Smailagic, Asim
+ Starner, Thad
Design of Fixed, Portable, and Mobile Information Devices
+ Smith, Michael J.
+ Carayon, Pascale
Designing Human-Computer Interactions
Visual Design Principles for Usable Interfaces: Everything Is Designed: Why We Should Think before Doing
+ Watzman, Suzanne
+ Re, Margaret
Globalization, Localization, and Cross-Cultural User-Interface Design
+ Marcus, Aaron
+ Gould, Emilie W.
Speech and Language Interfaces, Applications, and Technologies
+ Karat, Clare-Marie
+ Lai, Jennifer
+ Stewart, Osamuyimen
+ Yankelovich, Nicole
Multimedia User Interface Design
+ Sutcliffe, Alistair
Multimodal Interfaces
+ Oviatt, Sharon
Systems That Adapt to Their Users
+ Jameson, Anthony
+ Gajos, Krzysztof Z.
Mobile Interaction Design in the Age of Experience Ecosystems
+ Susani, Marco
Tangible User Interfaces
+ Ishii, Hiroshi
+ Ullmer, Brygg
Achieving Psychological Simplicity: Measures and Methods to Reduce Cognitive Complexity
+ Thomas, John C.
+ Richards, John T.
Information Visualization
+ Card, Stuart
Collaboration Technologies
+ Olson, Gary M.
+ Olson, Judith S.
Human-Computer Interaction and the Web
+ Ashman, Helen
+ Dagger, Declan
+ Brailsford, Tim
+ Goulding, James
+ O'Sullivan, Declan
+ Schmakeit, Jan-Felix
+ Wade, Vincent
Human-Centered Design of Decision-Support Systems
+ Smith, Philip J.
+ Beatty, Roger
+ Hayes, Caroline C.
+ Larson, Adam
+ Geddes, Norman D.
+ Dorneich, Michael C.
Online Communities
+ Zaphiris, Panayiotis
+ Ang, Chee Siang
+ Laghos, Andrew
Virtual Environments
+ Stanney, Kay M.
+ Cohn, Joseph V.
Privacy, Security, and Trust: Human-Computer Interaction Challenges and Opportunities at Their Intersection
+ Karat, John
+ Karat, Clare-Marie
+ Brodie, Carolyn
Application-/Domain-Specific Design
Human-Computer Interaction in Health Care
+ Sainfort, François
+ Jacko, Julie A.
+ McClellan, Molly A.
+ Edwards, Paula J.
Why We Play: Affect and the Fun of Games -- Designing Emotions for Games, Entertainment Interfaces, and Interactive Products
+ Lazzaro, Nicole
Motor Vehicle-Driver Interfaces
+ Green, Paul A.
Human-Computer Interaction in Aerospace
+ Landry, Steven J.
User-Centered Design in Games Randy J. Pagulayan
+ Keeker, Kevin
+ Fuller, Thomas
+ Wixon, Dennis
+ Romero, Ramon L.
+ Gunn, Daniel V.
Designing for Diversity
Older Adults and Information Technology: Opportunities and Challenges
+ Czaja, Sara J.
+ Lee, Chin Chin
Human-Computer Interaction for Kids
+ Bruckman, Amy
+ Bandlow, Alisa
+ Dimond, Jill
+ Forte, Andrea
Information Technology for Communication and Cognitive Support
+ Newell, Alan F.
+ Carmichael, Alex
+ Gregor, Peter
+ Alm, Norman
+ Waller, Annalu
+ Hanson, Vicki L.
+ Pullin, Graham
+ Hoey, Jesse
Perceptual Impairments: New Advancements Promoting Technological Access
+ Jacko, Julie A.
+ Leonard, V. Kathlene
+ McClellan, Molly A.
+ Scott, Ingrid U.
Universal Accessibility and Low-Literacy Populations: Implications for Human-Computer Interaction Design and Research Methods
+ Gribbons, William M.
Computing Technologies for Deaf and Hard of Hearing Users
+ Hanson, Vicki L.
The Development Process
Section A Requirements Specification
User Experience Requirements Analysis within the Usability Engineering Lifecycle
+ Mayhew, Deborah J.
+ Follansbee, Todd J.
Task Analysis
+ Courage, Catherine
+ Jain, Jhilmil
+ Redish, Janice (Ginny)
+ Wixon, Dennis
Contextual Design
+ Holtzblatt, Karen
Grounded Theory Method in Human-Computer Interaction and Computer-Supported Cooperative Work
+ Muller, Michael J.
+ Kogan, Sandra
An Ethnographic Approach to Design
+ Blomberg, Jeanette
+ Burrell, Mark
Section B Design and Development
Putting Personas to Work: Employing User Personas to Focus Product Planning, Design, and Development
+ Pruitt, John
+ Adlin, Tamara
Prototyping Tools and Techniques
+ Beaudouin-Lafon, Michel
+ Mackay, Wendy E.
Scenario-Based Design
+ Rosson, Mary Beth
+ Carroll, John M.
Participatory Design: The Third Space in Human-Computer Interaction
+ Muller, Michael J.
+ Druin, Allison
Unified User Interface Development: A Software Refactoring Perspective
+ Savidis, Anthony
+ Stephanidis, Constantine
Usability + Persuasiveness + Graphic Design = eCommerce User Experience
+ Mayhew, Deborah J.
Human-Computer Interaction and Software Engineering for User Interface Plasticity
+ Coutaz, Joëlle
+ Calvary, Gaëlle
Section C Testing, Evaluation, and Technology Transfer
Usability Testing
+ Dumas, Joseph S.
+ Fox, Jean E.
Usability for Engaged Users: The Naturalistic Approach to Evaluation
+ Siegel, David
Survey Design and Implementation in HCI
+ Ozok, A. Ant
Inspection-Based Evaluations
+ Cockton, Gilbert
+ Woolrych, Alan
+ Hornbæk, Kasper
+ Frøkjær, Erik
Model-Based Evaluation
+ Kieras, David
Spreadsheet Tool for Simple Cost-Benefit Analyses of User Experience Engineering
+ Mayhew, Deborah J.
Technology Transfer
+ Schofield, Kevin M.
Emerging Phenomena in HCI
Augmenting Cognition in HCI: Twenty-First Century Adaptive System Science and Technology
+ Hale, Kelly S.
+ Stanney, Kay M.
+ Schmorrow, Dylan D.
Social Networks and Social Media
+ McClellan, Molly A.
+ Jacko, Julie A.
+ Sainfort, François
+ Johnson, Layne M.
Human-Computer Interaction for Development: Changing Human-Computer Interaction to Change the World
+ Dray, Susan M.
+ Light, Ann
+ Dearden, Andrew M.
+ Evers, Vanessa
+ Densmore, Melissa
+ Ramachandran, Divya
+ Kam, Matthew
+ Marsden, Gary
+ Sambasivan, Nithya
+ Smyth, Thomas
+ van Greunen, Darelle
+ Winters, Niall
[4]
A Scale for Assessing Human Factors Readiness Levels
System Development: SD2 - System Development: From Guidelines Through
Assessment
/
Hale, Kelly
/
Fuchs, Sven
/
Carpenter, Angela
/
Stanney, Kay
Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting
2011-09-19
p.2030-2034
doi: 10.1177/1071181311551423
© Copyright 2011 HFES
Summary: This paper describes a proposed scale of Human Factors Readiness Levels
(HFRL) that provides a method for standardizing Human Factors (HF) readiness
assessment. This scale can be used by HF decision makers in the acquisition,
project management, or implementation phases in conjunction with Technological
Readiness Levels, and includes HF-specific level descriptions and evaluation
requirements. To determine HF readiness, information about the risks,
processes, and quality of conducted R&D with respect to 24 HF study areas
must be gathered. Gathered information is then used to determine individual
HFRL scores for each area, and an overall HFRL for the evaluated system. Using
HFRLs, researchers or decision makers can identify several categories of
research issues. Specifically, an HFRL analysis can help them assess whether HF
R&D resources are optimally allocated, whether HF area interdependencies
are considered, whether gaps in the HF R&D process exist, or whether there
are problems with HF R&D quality. The use of such a process will enable the
standardization of HF R&D metrics across participating organizations to
ensure quality of research, and facilitate sharing HF R&D efforts and
outcomes across agencies.
[5]
Making the Design Process More Usable: Aligning Design with User Performance
DUXU Theory, Methods and Tools
/
Champney, Roberto K.
/
Kokini, Christina
/
Stanney, Kay M.
DUXU 2011: 1st International Conference on Design, User Experience, and
Usability: Theory, Methods, Tools and Practice, Part I
2011-07-09
v.1
p.33-42
Keywords: Usability; Return on Investment; User Experience; Design
Copyright © 2011 Springer-Verlag
Summary: One key drawback when evaluating usability return on investment (ROI) is
that the assessment criteria are often subjective, making it difficult for
members of a development team to buy in to the need to support
usability-derived redesign recommendations. It is thus necessary to convey to
the development team the importance of design for usability in a format that is
universally understandable. The use of measurable usability requirements to
assess usability ROI was found to be an effective approach to align design with
operational performance and at the same time justify the need for redesign to
the development team. This approach should result in better development team
cohesion, as well as superior end product performance, which captures and
supports the needs of end users and other stake holders alike. In the current
effort, this alignment process is described, and the utility of the approach is
demonstrated by its application in a field case study of the successful design
of a software application.
[6]
Today's Competitive Objective: Augmenting Human Performance
Augmented Cognition in Complex Environments
/
Stanney, Kay M.
/
Hale, Kelly S.
FAC 2011: 6th International Conference on Foundations of Augmented
Cognition. Directing the Future of Adaptive Systems
2011-07-09
p.628-635
Keywords: Augmented cognition; Adaptive systems; human performance
Copyright © 2011 Springer-Verlag
Summary: Gaining competitive advantage requires acquiring or developing a capability
that allows an organization or individual to outperform its competitors. In
today's technology-driven environment, where human capabilities are struggling
to keep up with technology offerings, techniques for augmenting human
performance are becoming the critical gap that is precluding realizing the full
benefits that these technology advances have to offer. The challenge is thus to
develop tools and techniques that augment the human potential in order to best
couple it to advancing complex interactive systems. In this void, those who are
developing the capability to support real-time measurement, diagnosis, and
augmentation of human performance may be the first to gain the competitive
edge.
[7]
Augmented Cognition Design Approaches for Treating Mild Traumatic Brain
Injuries
Rehabilitation and Cognitive Aids
/
Stanney, Kay M.
/
Hale, Kelly S.
/
Jones, David
FAC 2009: 5th International Conference on Foundations of Augmented
Cognition. Neuroergonomics and Operational Neuroscience
2009-07-19
p.800-809
Keywords: Augmented cognition; mild traumatic brain injury; mitigation strategies
Copyright © 2009 Springer-Verlag
Summary: Augmented cognition could serve as an innovative rehabilitation approach for
mild traumatic brain injuries, where issues with cognition, behavior, and
affective responses are monitored in real-time and mitigation strategies are
triggered to resolve performance or behavior issues. Such mitigations could
guide individuals in addressing the current situation (e.g., performance
decrement, undesired behavior, negative affective response), as well as provide
rehabilitation support to improve performance and behavior in subsequent
situations. This paper focuses on mitigation strategies that are suitable for
an augmented cognition rehabilitation setting, with the goal of supporting
recovery from suboptimal performance and providing rehabilitation tools in
real-time, operational context.
[8]
New Kids on the Block: Multi-Dimensional Perspectives on Augmented Cognition
AUGMENTED COGNITION: AC1 - New Kids on the Block: Multidimensional
Perspectives on Augmented Cognition
/
Drexler, Julie
/
Reeves, Leah
/
Schmorrow, Dylan
/
Nicholson, Denise
/
McBride, Dennis
/
Stanney, Kay
/
Berka, Chris
/
Dickson, Blair
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.154-156
© Copyright 2008 HFES
Summary: This discussion panel was organized to offer HFES members an opportunity to
learn more about the burgeoning field of Augmented Cognition and to discover
the multi-dimensional aspects of the discipline. The session will feature six
invited panelists who were selected to represent a cross-section of the
Augmented Cognition International Society community of more than 900 members.
Each panelist will present their unique perspective of the AugCog field, which
will provide the audience with information on a variety of research,
development, and application areas in the AugCog field within the U.S and
abroad. The panel members and their associated AugCog perspectives include: CDR
Dylan Schmorrow, government; Denise Nicholson, academia; Dennis McBride,
non-profit; Kay Stanney and Chris Berka, industry; and Blair Dickson,
industry/international.
[9]
Using Emotions in Usability
PRODUCT DESIGN: Miscellanea: Methods, Tools, Aesthetics, and Evaluations
/
Champney, Roberto K.
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.1044-1049
© Copyright 2007 HFES
Summary: Emotions are evermore present in discussions of product design and are
becoming part of a usability practitioner's repertoire of evaluation criteria.
Nonetheless, emotions in design are far more than simply using satisfaction and
frustration as criteria, noting how pleasant or unpleasant a product is, or
listing a number of emotions elicited during an evaluation. Evaluating the
emotional impact of a user interaction as part of a usability evaluation
requires that emotions be adequately assessed and, most importantly,
interpreted to identify their source. This article aims to present a method and
process of Emotional Profiling to show how emotions may be utilized to aid
usability professionals in further understanding the emotional reactions to
human-system interactions, thereby identifying factors that enhance or detract
from the user experience.
[10]
Augmented Cognition and Cognitive State Assessment Technology -- Near-Term,
Mid-Term, and Long-Term Research Objectives
Part I: Augmented Cognition Methods and Techniques
/
Reeves, Leah
/
Schmorrow, Dylan
/
Stanney, Kay M.
FAC 2007: 3rd International Conference on Foundations of Augmented Cognition
2007-07-22
p.220-228
Keywords: Augmented Cognition; human factors; cognitive state assessment; sensors;
design; neuroergonomics; neurotechnologies; neurophysiological
Copyright © 2007 Springer-Verlag
Summary: The 1st Augmented Cognition International (ACI) conference was held in July
2005 in conjunction with the HCI International conference in Las Vegas, Nevada.
A full day working group session was held during this inaugural ACI conference
to facilitate the development of an Augmented Cognition R&D agenda for the
near- (1-2 years), medium- (within 5 years) and long-term (> 5 years).
Working group attendees included scientists, developers, and practitioners from
government, academia, and industry who were invited to participate based on
their numerous years of experience and expertise in the Augmented Cognition and
related fields. This article highlights key results of the workshop discussions
that were focused on Cognitive State Assessment (CSA) R&D objectives,
particularly with regard to the design and implementation of CSA tools and
techniques.
[11]
An Adaptive Instructional Architecture for Training and Education
Part II: Applications of Augmented Cognition
/
Nicholson, Denise M.
/
Fidopiastis, Cali M.
/
Davis, Larry D.
/
Schmorrow, Dylan
/
Stanney, Kay M.
FAC 2007: 3rd International Conference on Foundations of Augmented Cognition
2007-07-22
p.380-384
Keywords: adaptive training systems; augmented cognition; simulation
Copyright © 2007 Springer-Verlag
Summary: Office of Naval Research (ONR) initiatives such as Human Performance
Training and Education (HPT&E) as well as Virtual Technologies and
Environments (VIRTE) have primarily focused on developing the strategies and
technologies for creating multimodal reality or simulation based content.
Resulting state-of-the-art training and education prototype simulators still
rely heavily on instructors to interpret performance data, and adapt
instruction via scenario generation, mitigations, feedback and after action
review tools. Further research is required to fully close the loop and provide
automated, adaptive instruction in these learning environments. To meet this
goal, an ONR funded initiative focusing on the Training and Education arm of
the HPT&E program will address the processes and components required to
deliver these capabilities in the form of an Adaptive Instructional
Architecture (AIA). An overview of the AIA as it applies to Marine Corps
Warfighter training protocols is given as well as the theoretical foundations
supporting it.
[12]
EDITED BOOK
The human-computer interaction handbook: fundamentals, evolving
technologies, and emerging applications
/
Sears, Andrew
/
Jacko, Julie A.
2007
p.1384
CRC Press
Second edition
A Moving Target: The Evolution of HCI
+ Grudin, Jonathan
HUMANS IN HCI
Perceptual-Motor Interaction: Some Implications for HCI
+ Welch, T.
+ Chua, R.
+ Weeks, D.
+ Goodman, D.
Human Information Processing: An Overview for Human-Computer Interaction
+ Proctor, R.
+ Vu, K.-P.
Mental Models in Human-Computer Interaction
+ Payne, S.
Emotion in Human-Computer Interaction
+ Brave, S.
+ Nass, C.
Cognitive Architecture
+ Byrne, M.
Cognition Under Stress: Theoretical Frameworks
+ Szalma, J. L.
+ Hancock, P.
Motivating, Influencing, and Persuading Users
+ Fogg, B. J.
+ Cueller, G.
+ Danielson, D.
Human Error Identification in Human Computer Interaction
+ Stanton, N.
COMPUTERS IN HCI
Input Technologies and Techniques
+ Hinckley, K.
Sensor/Recognition-Based Input for Techniques
+ Wilson, A.
Visual Displays
+ Luczak, H.
+ Schlick, C.
+ Ziefle, M.
+ Park, M.
Haptic Interface
+ Iwata, H.
Non-speech Auditory Output
+ Brewster, S.
Network-Based Interaction
+ Dix, A.
User-Centered Interdisciplinary Design of Wearable Computers
+ Starner, T.
+ Siewiorek, D.
+ Mailagic, A. S.
Design of Computer Workstations
+ Smith, M. J.
+ Carayon, P.
+ Cohen, W. J.
DESIGNING HUMAN-COMPUTER INTERACTIONS
Visual Design
+ Re, P.
+ Watzman, S.
Global/Intercultural User-Interface Design
+ Marcus, A.
Conversational Interfaces and Technologies
+ Karat, C.-M.
+ Vergo, J.
+ Nahamoo, D.
+ Lai, J.
+ Yankelovich, N.
Multimedia User Interface Design
+ Sutcliffe, A.
Multimodal Interfaces
+ Oviatt, S.
Adaptive Interfaces and Agents
+ Jameson, A.
Mobile Interaction Design in the Age of Experience Ecosystems
+ Susani, M.
Tangible User Interfaces
+ Ishii, H.
Achieving Psychological Simplicity: Measure and Methods to Reduce Cognitive Complexity
+ Thomas, J.
+ Richards, J.
Information Visualization
+ Card, S.
Groupware and Computer Supported Cooperative Work
+ Olson, G.
+ Olson, J.
HCI and the Web
+ Ashman, H.
Human-Centered Design of Decision Support Systems
+ Smith, P.
+ Geddes, N.
Online Communities
+ Zaphiris, P.
Virtual Environments
+ Stanney, K.
Human-Computer Interaction Viewed from the Intersection of Privacy, Security and Trust
+ Karat, J.
+ Karat, C.-M.
+ Brodie, C.
APPLICATION/DOMAIN SPECIFIC DESIGN
Human Computer Interaction in Health Care
+ Sainfort, F.
+ Jacko, J.
+ Booske, B. C.
Why We Play: Affect and the Fun of Games: Designing Emotions for Games, Entertainment Interfaces and Interactive Products
+ Lazzaro, N.
Motor Vehicle Driver Interfaces
+ Green, P.
Human Computer Interaction in Aerospace
+ Landry, S.
User-Centered Design in Games
+ Pagulayan, R. J.
+ Keeker, K.
+ Wixon, D.
+ Romero, R. L.
+ Fuller, T.
DESIGNING FOR DIVERSITY
The Digital Divide
+ Cooper, J.
Information Technology and Older Adults
+ Czaja, S.
+ Lee, C. C.
HCI for Kids
+ Bruckman, A.
+ Bandlow, A.
Information Technology for Cognitive Support
+ Newell, A. F.
+ Carmichael, A.
+ Gregor, P.
+ Alm, N.
Physical Disabilities and Computing Technologies: An Analysis of Impairments
+ Sears, A.
+ Young, M.
+ Feng, J.
Perceptual Impairments: New Advancements Promoting Technological Access
+ Jacko, J. A.
+ Vitense, H.
+ Scott, I.
Universal Accessibility and Functionally Illiterate Populations
+ Gribbons, W.
Computing Technologies for Deaf and Hard of Hearing Users
+ Hanson, V.
THE DEVELOPMENT PROCESS
Section A: Requirements Specification
User Experience and HCI
+ Kuniavsky, M.
Requirements Specification within the Usability Engineering Lifecycle
+ Mayhew, D.
Task Analysis
+ Courage, C.
+ Redish, J.
+ Wixon, D.
Contextual Design
+ Holtzblatt, K.
The Ethnographic Approach to Design
+ Blomberg, J.
+ Burrell, M.
+ Guest, G.
Section B: Design and Development
Putting Personas to Work: Using Data-Driven Personas to Focus Product Planning, Design and Development
+ Adlin, T.
+ Pruitt, J.
Prototyping Tools and Techniques
+ Beaudouin-Lafon, M.
+ Mackay, W.
Scenario-based Design
+ Rosson, M. B.
+ Carroll, J. M.
Participatory Design: The Third Space in HCI
+ Muller, M. J.
Unified User Interface Development
+ Stephanidis, C.
+ Savidis, A.
HCI and Software Engineering: Designing for User Interface Plasticity
+ Coutaz, J.
Section C: Testing and Evaluation
Usability Testing: Current Practice and Future Directions
+ Dumas, J. S.
Survey Design and Implementation in HCI
+ Ozok, A. A.
Inspection-based Evaluations
+ Cockton, G.
+ Lavery, D.
+ Woolrych, A.
Model-Based Evaluation
+ Kieras, D.
MANAGING HCI AND EMERGING ISSUES
Technology Transfer
+ Schofield, K.
Augmented Cognition in HCI
+ Schmorrow, D.
Human Values, Ethics, and Design
+ Friedman, B.
+ Kahn, P. H., Jr.
Cost Justification
+ Bias, R. G.
+ Mayhew, D. J.
+ Upmanyu, D.
PERSPECTIVES ON HCI
Future Trends in Human-Computer Interaction
+ Sears, A.
+ Jacko, J.
[13]
Exploring Eye Tracking Measures to Understand Operator Performance
PERCEPTION AND PERFORMANCE: Vigilance and Brain States
/
Chang, Dervon
/
Fuchs, Sven
/
Milham, Laura
/
Bell-Carroll, Meredith
/
Stanney, Kay
Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting
2006-10-16
v.50
p.1624-1628
© Copyright 2006 HFES
Summary: Eye tracker technology is a growing and viable source for more sensitive,
unobtrusive, and objective measures of operator performance and cognitive
state. Several eye movement metrics have been validated in the empirical
literature, but caution is advised when linking low level eye movements (e.g.,
fixations) to high level cognitive constructs (e.g., workload). Valid analysis
of eye movement data is vulnerable to output interpretation, metric
granularity, and incomplete views of operator performance. To address these
issues, more research is needed to exploit contextual information from other
performance measures, identify metric deficiencies, and develop useful
composite measures. Individual eye movement metrics alone provide an
insufficient picture of operator cognition and performance, but when
purposefully combined with other metrics (e.g., other physiological sensor
data), offer a more comprehensive look at operator performance. Understanding
why operator errors occur can help researchers identify information-processing
bottlenecks, possibly allowing designers to find ways to improve performance.
[14]
A Method to Determine Optimal Simulator Training Time: Examining Performance
Improvement Across the Learning Curve
TRAINING: Developing Learner-Centered Simulations to Enhance Learning and
Retention
/
Champney, Roberto
/
Milham, Laura
/
Carroll, Meredith Bell
/
Stanney, Kay M.
/
Cohn, Joseph
Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting
2006-10-16
v.50
p.2654-2658
© Copyright 2006 HFES
Summary: Training simulators have become an integral part of training programs across
both military and non military domains. A pressing issue, however, is when and
how the systems should be integrated into an existing training curriculum.
Currently, time spent in simulator training is usually driven by availability
of the simulator or the planned class curriculum, rather than by any type of
systematic evaluation of the incremental learning that occurs across time. One
reason for this may be the lack of methodologies for evaluating the optimal
training time spent in simulators. To address this, a methodology is presented
which utilizes a continuous evaluation of performance across trials to identify
a "plateau" in learning improvements as represented by a learning curve.
[15]
Enhancing Spatial Awareness with Tactile cues in a Virtual Environment
VIRTUAL ENVIRONMENTS: Use of HMDs in Virtual Environments
/
Hale, Kelly S.
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting
2006-10-16
v.50
p.2673-2677
© Copyright 2006 HFES
Summary: Situation awareness is a critical component to many complex military tasks,
where operators must be aware of the situation around them as it unfolds in
real-time. Warfighters involved in military operations in urban terrain (MOUT)
operate in a dynamic, highly stressful environment, where specific knowledge,
such as spatial awareness of potential enemy location within a given space is
required. Virtual training systems are one method that may be used to train
soldiers, as they offer multimodal displays that expose trainees to
situations/conditions that are otherwise expensive and dangerous for repeated
live training (e.g., live bullets; injuries). This study examined the benefits
of incorporating haptic cues into a VE training environment to enhance spatial
awareness across successive training to examine learning effects associated
with haptic training cues.
[16]
Multimodal Working Memory: The Unfolding Story
COGNITIVE ENGINEERING AND DECISION MAKING: Information Processing, and
Information and Feedback Displays
/
Samman, Shatha N.
/
Sims, Valerie
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.337-341
© Copyright 2005 HFES
Summary: Given the prevalence of information overload, it is essential that systems
are designed utilizing multiple communication media. Wickens' (1984) Multiple
Resource Theory (MRT) suggests that performance efficiency may be realized via
multiple sensory, processing, and response modalities. Recently,
modality-specific working memory (WM) subsystems have been proposed, which
include verbal, visual, spatial, kinesthetic, tactile, and tonal components.
However, it has yet to be determined if modality-specific subsystems exhibit
separate systems with their own resources, or if all or a subset of these
systems shared certain resources in a global WM unit. The purpose of this study
was to examine if the modality-specific subsystems were indicative of separate
WM resources or shared common resources. Results demonstrated no interference
between modality-specific subsystems, suggesting that they pull from separate
WM resource pool. These findings support the expansion of the MRT to a
multimodal WM processing system and great promise for multimodal design.
[17]
Validation of Predictive Workload Component of the Multimodal Information
Design Support (MIDS) System
HUMAN PERFORMANCE: Current R&D in Human Performance Modeling
/
Hale, Kelly S.
/
Reeves, Leah M.
/
Axelsson, Par
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.1162-1166
© Copyright 2005 HFES
Summary: Operators in military C4ISR environments are required to rapidly assess and
respond to critical events accurately while monitoring ongoing operations. In
order to assist in designing complex display systems to support C4ISR
operators, it is critical to understand when and why information displayed
exceeds human capacity. Common metrics for evaluating operator overload are
subjective report, which rely on self-reporting techniques (e.g., NASA/TLX,
SART). A new design tool, the Multimodal Information Design Support (MIDS)
system, predicts times of operator overload and offers multimodal design
guidelines to streamline cognitive processing, thus alleviating times of
operator workload and optimizing situation awareness. This paper empirically
validates MIDS' predictive power in determining situations which may cause
operator overload by comparing MIDS output to subjective reports of workload
and SA during C4ISR operations. Future studies will validate MIDS' design
capabilities through redesign and evaluation of performance, workload and SA on
the optimized C4ISR task environment.
[18]
Expanding Dod Human Systems Integration DemandsCan We Deliver What is Needed
SYSTEM DEVELOPMENT: Expanding Dod Human Systems Integration Demands -- Can
We Deliver What is Needed?
/
Gigley, Helen M.
/
Boehm-Davis, Deborah A.
/
Boff, Kenneth R.
/
Knapp, Beverly G.
/
Bost, J. Robert
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.2009-2011
© Copyright 2005 HFES
Summary:
DoD Acquisition has recently undergone major changes. In the recently
published DoD Instruction 5000.2 (only available on-line at
www.dtic.mil/whs/directives/corres/html/50002.htm), Human Systems
Integration (HSI) has become a focus for all new system acquisitions. In the
Instruction, HSI is defined to include: Human Factors Engineering, Personnel,
Habitability, Manpower, Training, Environment, Safety and Occupational Health
(ESOH), and Survivability. New acquisition policy intends that each of these
HSI areas become a documented component of all acquisitions to meet maximal
capability with the right number of personnel, suitably trained, and ready for
operations, and at the same time assuring their health, safety and
survivability.
The panel's goals are:
1. To inform the community of the expanded DoD HSI emphasis and
2. To ask the HSI community to assess whether and how we are situated to
meet the demands.
[19]
Assessing and Enhancing Team Training Technologies: From the Lab to the
Field
VIRTUAL ENVIRONMENTS: Assessing and Enhancing Team Training Technologies:
From the Lab to the Field
/
Cohn, Joseph V.
/
Stripling, Roy
/
Schmorrow, Dylan
/
Stanney, Kay
/
Milham, Laura
/
Kingdon-Hale, Kelly
/
Schaffer, Richard
/
Muth, Eric
/
Switzer, Fred
/
Freeman, Jared
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.2240-2243
© Copyright 2005 HFES
Summary: The primary goal of any training system is to enhance performance on the
real world tasks it simulates (Lathan et al., 2002). The principal benefit that
Virtual Environment (VE) systems have over field exercises and similar real
world training is that VEs present training situations that would be too
hazardous or too costly to reproduce in the real world (Rose, Attree, Brooks,
Parslow, Penn & Ambihaipahan, 2000). As compared with Legacy type systems
or physical mockups VEs also afford a smaller footprint and greater
reconfigurability to support a variety of training tasks (Cohn, Helmick, Meyers
& Burns, 2000). An additional, relatively unexplored benefit of VE, is the
potential ease with which they can be implemented to train team tasks. This
panel will investigate the utility of using VE for team training, addressing
both theoretical and practical concerns.
[20]
Adding Modalities to VE Training Systems Enhances Spatial Knowledge
Acquisition
VIRTUAL ENVIRONMENTS: Posters
/
Hale, Kelly S.
/
Jones, David
/
Stanney, Kay
/
Milham, Laura
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.2253-2257
© Copyright 2005 HFES
Summary: An empirical study was completed to investigate the effects of audition on
spatial knowledge acquisition and workload within a virtual training
environment. Four levels of audio were investigated including no audio,
non-spatialized audio, and two forms of spatialized audio. While all training
conditions led to significant decreases in workload, mental demand associated
with knowledge of relative locations of dangerous areas was significantly less
when trained with sound cues. The results also indicated that training with
generalized spatial audio enhanced concentration. Results from this study
outline the benefits of training with metaphoric audio cues to enhance spatial
awareness. Future research will empirically examine effects of metaphoric
haptic cues.
[21]
Manipulation of non-verbal interaction style and demographic embodiment to
increase anthropomorphic computer character credibility
ARTICLE
/
Cowell, Andrew J.
/
Stanney, Kay M.
International Journal of Human-Computer Studies
2005
v.62
n.2
p.281-306
Keywords: Anthropomorphic interfaces; Interface agents; Non-verbal behavior
© Copyright 2005 Elsevier B.V.
Summary: For years, people have sought more natural means of communicating with their
computers. Many have suggested that interaction with a computer should be as
easy as interacting with other people, taking advantage of the multimodal
nature of human communication. While users should, in theory, gravitate to such
anthropomorphic embodiments, quite the contrary has been experienced; users
generally have been dissatisfied and abandoned their use. This suggests a
disconnect between factors that make human-human communication engaging and
those used by designers to support human-agent interaction. This paper
discusses a set of empirical studies that attempted to replicate human-human
non-verbal behavior. The focus revolved around behaviors that portray a
credible facade, thereby helping embodied conversational agents (ECAs) to form
a successful cooperative dyad with users. Based on a review of the non-verbal
literature, a framework was created that identified trustworthy and credible
non-verbal behaviors across five areas and formed design guidelines for
character interaction. The design suggestions for those areas emanating from
the facial region were experimentally supported but there was no concordant
increase in perceived trust when bodily regions (posture, gesture) were added.
In addition, in examining the importance of demographic elements in embodiment,
it was found that users prefer to interact with characters that match their
ethnicity and are young looking. There was no significant preference for
gender. The implications of these results, as well as other interesting
consequences are discussed.
[22]
Command and control resource performance predictor (C2RP2)
Demo session 1
/
Dalton, Joseph M.
/
Ahmad, Ali
/
Stanney, Kay
Proceedings of the 2004 International Conference on Multimodal Interfaces
2004-10-13
p.321-322
Keywords: applet, command and control, predictor
© Copyright 2004 ACM
[23]
Multimodal Interaction: Multi-Capacity Processing Beyond 7±2
COGNITIVE ENGINEERING AND DECISION MAKING: Cognitive Modeling and Interface
Design
/
Samman, Shatha N.
/
Stanney, Kay M.
/
Dalton, Joseph
/
Ahmad, Ali M.
/
Bowers, Clint
/
Sims, Valerie
Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting
2004-09-20
v.48
p.386-390
© Copyright 2004 HFES
Summary: Multiple resource theory suggests that enhancements in human information
management capacity may be realized via multimodal interaction. The possibility
of leveraging multiple sensory systems to maximize working memory (WM)
throughput becomes essential as the information age conveys volumes of data
that would overburden the visual channel alone. The current study proposes an
expansion of the current bi-modal (verbal, visual/spatial) model of WM to a
multimodal WM system, which includes verbal, visual, spatial, kinesthetic,
tactile, and tonal component subsystems. Single modality capacity was measured
for each proposed subsystem. In addition, multimodal capacity was calculated
for combined modalities. Results demonstrated that multimodal WM capacity
surpasses that of single modality capacity. Most notably, multimodal WM
capacity averaged nearly three times the 'magic number'seven.
[24]
Multimodal, Multitask Interaction Design: A Follow up Study to Challenge
Unimodal Design Assumptions
COGNITIVE ENGINEERING AND DECISION MAKING: Displays and Interface Design
/
Jones, David
/
Ahmad, Ali
/
Stanney, Kay M.
/
Bowers, Clint A.
Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting
2004-09-20
v.48
p.421-425
© Copyright 2004 HFES
Summary: Advances in technology are enabling multiple sensory channels to be utilized
in presenting information. Nevertheless, the human operator can become easily
overwhelmed if an overabundance of information is presented in a non-systematic
manner. Current design guidelines are primarily tailored towards unimodal or at
most bimodal systems. Thus, the question becomes how to coordinate multiple
sources of information in multimodal multitasking environments, and what design
guidelines are needed to direct development of such interactive systems. The
current study builds on a previous study and seeks to extend unimodal design
theories to multimodal principles; it identifies some interesting differences
in unimodal vs. multimodal multitask interaction.
[25]
Keypads for the Elderly
COMPUTER SYSTEMS: Posters
/
Mortimer, D. Cleve
/
Evans, A. William
/
Brill, J. Christopher
/
Clark, Bryan
/
Stanney, Kay M.
Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting
2004-09-20
v.48
p.880-884
© Copyright 2004 HFES
Summary: Age-related physical and sensory decrements can influence user requirements
for consumer technologies. The present study investigated several factors
related to keypad design, a common means of interfacing with a variety of
consumer systems ranging from mobile phones to ATMs. Participants performed a
series of data entry tasks using an experimental keypad and a standard keypad.
Performance data and subjective ratings were collected. The results suggest
that performance was generally better when using the experimental keypad versus
a standard keypad. In addition, participants preferred using the experimental
keypad to a standard keypad. The results suggest that further consideration of
age-related sensory and performance decrements is necessary when designing
keypad interfaces. Based on these data, a series of guidelines for keypad
design were developed.