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[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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ISBN: 978-1-4398-2943-1, 1-4398-2943-8 oclc: 441142179
Third edition
www.taylorandfrancis.com/books/details/9781439829431/
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
Link to HFES Digital Content
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ISBN: 0-8058-5870-9; 9780805858709
Second edition
www.isrc.umbc.edu/HCIHandbook/
crcpress.com/shopping_cart/products/product_detail.asp
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to Article at ScienceDirect
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
ACM Digital Library Link

[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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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.
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