[1]
ImmersiveMe'15: 3rd ACM International Workshop on Immersive Media
Experiences
Workshop Summaries
/
Chambel, Teresa
/
Viana, Paula
/
Bove, V. Michael
/
Strover, Sharon
/
Thomas, Graham
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1339-1340
© Copyright 2015 ACM
Summary: This ACM International Workshop on Immersive Media Experiences is in its 3rd
edition. Since 2013 in Barcelona, it has been a meeting point of researchers,
students, media producers, service providers and industry players in the area
of immersive media environments, applications and experiences. After the
successful first edition at ACM Multimedia 2013 and the consolidation of the
theme and the team at Orlando in 2014, ImmersiveMe'15 aims at bringing to the
stage new ideas and developments that keep this topic as appealing as in the
previous editions. ImmersiveMe'15 will now take place in Brisbane and, again,
it will be a platform to present interesting and out-of-the-box new work that
contributes to make the world more interactive, immersive and engaging.
[2]
ImmersiveMe'14: 2nd ACM international workshop on immersive media
experiences
Workshop Summaries
/
Chambel, Teresa
/
Viana, Paula
/
Bove, V. Michael
/
Strover, Sharon
/
Thomas, Graham
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.1255-1256
© Copyright 2014 ACM
Summary: The 2nd ACM International Workshop on Immersive Media Experiences
(ImmersiveMe'14) at ACM Multimedia aims at bringing together researchers,
students, media producers, service providers and industry players in the
emergent area of immersive media experiences, through the exploration of
different scenarios, applications, and neighboring fields. This second edition,
after a successful first edition at ACM Multimedia 2013, provides a platform
for presenting on-going work, to consolidate and tie different research
communities working on this engaging area, as well as to point directions for
the future.
[3]
Immersive media experiences: ImmersiveMe 2013 workshop at ACM multimedia
Workshops overview
/
Chambel, Teresa
/
Bove, V. Michael
/
Strover, Sharon
/
Viana, Paula
/
Thomas, Graham
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.1095-1096
© Copyright 2013 ACM
Summary: Immersive media has the potential for strong impact on users' emotions and
their sense of presence and engagement. The main objective of this workshop is
to bring together researchers, students, media producers, service providers and
industry players in the area of emergent immersive media. The workshop will
provide a platform for a deep discussion on ongoing work, recent achievements
and experiences. It is expected not only to consolidate experiences but also to
identify aspects where strong collaboration among all the interested players is
needed and to point towards future working directions.
[4]
Perception of Meta-Information Representation: A Psychophysical Approach
Cognitive Engineering and Decision Making: CE3 -- Advances in Support System
Design
/
Fortenbery, Nicholas
/
Jenkins, Michael P.
/
Bisantz, Ann M.
/
D'Arcy, Jean-François
/
Farry, Michael
/
Nagy, Allen
/
Roth, Emilie
/
Pfautz, Jonathan
/
Thomas, Gina
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.218-222
doi 10.1177/1071181312561053
© Copyright 2012 HFES
Summary: Previous research has identified many effective methods to visualize
different types of meta-information, or information qualifiers; however, these
methods are often incorporated without understanding how the graphical codes
are perceived and how the encoded information is interpreted by display users.
This results in display designers selecting graphical codes to represent
meta-information without empirical evidence to determine the appropriateness of
these selections. To help address this lack of guidance, this paper presents a
systematic study of how people perceive two graphical codes (saturation and
opacity) and relate those codes to different types of meta-information. Results
were generated using psychophysical scaling methods, and provide visualization
designers with a means to more appropriately design meta-information
representations.
[5]
Differences in Novice and Experienced Driver Response to Lane Departure
Warnings that Provide Active Intervention
Surface Transportation: ST2 -- Driver Assistance Systems
/
Hollopeter, Nicole
/
Brown, Timothy
/
Thomas, Geb
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.2216-2220
doi 10.1177/1071181312561467
© Copyright 2012 HFES
Summary: It is widely known that young drivers are over-represented in the crash data
for reasons such as risk perception and acceptance, age, gender, experience,
exposure, and social contexts. The current mitigations implemented to address
this issue consist mainly of graduated driver's licenses and parental
involvement programs. However, as technology begins to find its way into
transportation in the form of advanced driver assistance systems, there is a
need to understand whether these technologies will be a benefit or a detriment
to young novice drivers. This effort investigates the reactions of young novice
drivers to a control intervention lane departure warning. The results show less
urgent reactions to the warning from novice drivers compared to the older more
experienced drivers tested. Young novice males were found to have degraded
performance compared to their novice female peers as well as older more
experienced male drivers. This study provides useful insights concerning the
necessary investigations of effects of advanced driver assistance systems on
young novice drivers and the associated young driver safety epidemic.
[6]
An Investigation of Learning Style and Discipline in a Human Factors Course
Education: E2 - The Science of Pedagogy
/
Schall, Mark C., Jr.
/
Rusch, Michelle L.
/
Thomas, Geb
/
Lee, John D.
Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting
2011-09-19
p.555-559
doi: 10.1177/1071181311551113
© Copyright 2011 HFES
Summary: This study investigated adjustments made to learning materials for an
Industrial Engineering Human Factors course at a public research university in
the United States. Adjustments were made in an attempt to improve student
comprehension of course content. Modifications included creating alternative
homework assignments, design exercises, active classroom learning lessons, and
lecture presentations to accommodate learning styles defined by Kolb's
experiential learning theory. The same instructor taught the course before and
after adjustment. Performance scores (e.g. homework, quizzes, exams) were used
to evaluate whether or not the changes in course materials were associated with
an improvement in student comprehension of material. Results suggested that
while the adjusted materials educated all learning styles similarly, they did
not significantly improve student performance. Significant differences were
found across various disciplines; however, adjustments reduced these
differences over the course of the semester.
[7]
Improving Patient Safety With Hand Hygiene Compliance Monitoring
Heath Care: HC15 - Novel Technologies Used in Health Care
/
Thomas, Geb
/
Polgreen, Philip
/
Herman, Ted
/
Sharma, Deepti
/
Johns, Brian
/
Chen, Howard
/
Scranton, Gregg
/
Naylor, David
/
Ireland, Michael
/
McCarty, Tina
/
Decker, Tim
/
Segre, Alberto
Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting
2011-09-19
p.823-827
doi: 10.1177/1071181311551171
© Copyright 2011 HFES
Summary: Hand hygiene is important for patient safety; increasing hand hygiene
compliance may reduce the frequency of healthcare-associated infections. This
paper describes a distributed system that uses instrumented product dispensers
and doorway monitors to systematically measure hand hygiene compliance as an
alternative to compliance measurements by human observers, which is the current
standard. The paper describes two experiments. The first experiment monitored
4,266 doorway crossings and 858 hand hygiene dispenser events for 4 patient
rooms over 80 consecutive hours. The second experiment was part of a larger
effort that included a direct comparison of a human observer with the
automatically recorded observations. The results of the two experiments suggest
that large quantities of data could be readily acquired, but the data was
sensitive to several limitations not suffered by human observers including:
distinguishing between single versus closely spaced multiple threshold
crossings and distinguishing staff from patients and visitors. However, a
direct comparison of human versus machine readings suggested that the system
might overcome observational challenges faced by the human observers, providing
more consistent and reliable measurements.
[8]
GoSlow: designing for slowness, reflection and solitude
alt.chi: ... and I just can't take it anymore!
/
Cheng, Justin
/
Bapat, Akshay
/
Thomas, Gregory
/
Tse, Kevin
/
Nawathe, Nikhil
/
Crockett, Jeremy
/
Leshed, Gilly
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.429-438
© Copyright 2011 ACM
Summary: We are surrounded by technologies that fuel a fast-paced, at-the-moment,
connected life. In contrast, GoSlow is a mobile application designed to help
users slow down, contemplate, and be alone. Through serendipWe are surrounded
by technologies that fuel a fast-paced, at-the-moment, connected life. In
contrast, GoSlow is a mobile application designed to help users slow down,
contemplate, and be alone. Through serendipitous moments of pause and
reflection, GoSlow offers simple ways for users to cut back and relax, provides
an outlet for contemplation and reminiscence, and helps them disconnect and get
away. Our user study reveals that GoSlow encourages introspective reflection,
slowing down, and can help reduce stress with minimal intervention.itous
moments of pause and reflection, GoSlow offers simple ways for users to cut
back and relax, provides an outlet for contemplation and reminiscence, and
helps them disconnect and get away. Our user study reveals that GoSlow
encourages introspective reflection, slowing down, and can help reduce stress
with minimal intervention.
[9]
Meta-Information Representation and Communication
COGNITIVE ENGINEERING AND DECISION MAKING: Meta-Information Communication
and Representation
/
Pfautz, Jonathan
/
Roth, Emilie
/
Bisantz, Ann
/
Jackson, Cullen
/
Thomas, Gina
/
Trafton, Greg
/
Whitaker, Randy
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.225-228
© Copyright 2007 HFES
Summary: Increasingly, the study of cognition and action in complex sociotechnical
systems has revealed that humans reason about both information and the
qualifications of that information. These qualifications, or meta-information
(e.g., pedigree, recency, uncertainty), play a role in human performance across
work domains (Pfautz et al., 2006). Meta-information contextualizes
information, and therefore can critically influence how a human will process,
understand, and act on that information. This panel will discuss the role of
meta-information in the design and evaluation of visualization and
decision-support systems.
[10]
Directed stigmergy-based control for multi-robot systems
Posters
/
Steele, Fitzgerald, Jr.
/
Thomas, Geb
Proceedings of the ACM/IEEE International Conference on Human-Robot
Interaction
2007-03-10
p.223-230
Keywords: human robot interaction, multi-robot, robotics, stigmergy, supervisory
control, swarm, user interface
© Copyright 2007 ACM
Summary: Multi-robot systems are particularly useful in tasks that require searching
large areas such as planetary science exploration, urban search and rescue, or
landmine remediation. In order to overcome the inherent complexity of
controlling multiple robots, the user must be able to give high-level, goal
driven direction to the robot team. Since human robot interaction is a
relatively new discipline, it is helpful to look to existing systems for
concepts, analogies, or metaphors that might be utilized in building useful
systems. Inspiration from natural decentralized systems guides the development
of a computer simulation for stigmergy-based control of multi-robot system, and
the interface with which an operator can interact and control mobile robots.
In-depth description of the design process includes a description of a basic
stigmergy-based control system and an innovative Directed Stigmergy control
system that facilitates operator control of the robot team in an interesting
and surprisingly effective way.
[11]
Categorizing Adverse Medical Device and Medication Event Frequency
HEALTH CARE: Adverse Events and Reporting Systems in Health Care
/
Thornburg, Kristopher
/
Thomas, Geb
/
Draper, Scott
Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting
2006-10-16
v.50
p.1009-1013
© Copyright 2006 HFES
Summary: Much of the research interest in reducing adverse medical events emphasizes
medical device interfaces and software design. Infusion pump programming has
enjoyed particular research attention. This study categorized 1260 adverse
medical event reports at three Midwestern hospitals. Although an important
contributor, infusion pump programming contributes to fewer adverse events than
the amount of literature implies. More common problems involve opening the
intravenous infusion piggyback clamp and medication identification.
[12]
Searching for a quantitative proxy for rover science effectiveness
Metrics and work study practices
/
Pudenz, Erin
/
Thomas, Geb
/
Glasgow, Justin
/
Coppin, Peter
/
Wettergreen, David
/
Cabrol, Nathalie
Proceedings of the 1st ACM SIGCHI/SIGART Conference on Human-Robot
Interaction
2006-03-02
p.18-25
Keywords: human robot interaction (HRI), mobile robots, remote rover exploration,
supervisory control, teleoperation interface
© Copyright 2006 ACM
Summary: During two weeks of study in September and October of 2004, a science team
directed a rover and explored the arid Atacama Desert in Chile. The objective
of the mission was to search for life. Over the course of the mission the team
gained experience with the rover and the rover became more reliable and
autonomous. As a result, the rover/operator system became more effective.
Several factors likely contributed to the improvement in science effectiveness
including increased experience, more effective search strategies, different
science team composition, different science site locations, changes in rover
operational capabilities, and changes in the operation interface. However, it
is difficult to quantify this effectiveness because science is a largely
creative and unstructured task. This study considers techniques that quantify
science team performance leading to an understanding of which features of the
human-rover system are most effective and which features need further
development. Continuous observation of the scientists throughout the mission
led to coded transcripts enumerating each scientific statement. This study
considers whether six variables correlate with scientific effectiveness.
Several of these variables are metrics and ratios related to the daily rover
plan, the time spent programming the rover, the number of scientific statements
made and the data returned. The results indicate that the scientists created
more complex rover plans without increasing the time to create the plans. The
total number of scientific statements was approximately equal (2187 versus
2415) for each week. There was a 50% reduction in bytes of returned data
between the two weeks resulting in an increase in scientific statements per
byte of returned data ratio. Of the original six, the most successful proxies
for science effectiveness were the time to program each rover task and the
number of scientific statements related to data delivered by the rover.
Although both these measures have face validity and were consistent with the
results of this experiment, their ultimate empirical utility must be measured
further.
[13]
Cognitive comparison of 3D interaction in front of large vs. small displays
Interaction and design -- II
/
Tyndiuk, F.
/
Thomas, G.
/
Lespinet-Najib, V.
/
Schlick, C.
Proceedings of the 2005 ACM Symposium on Virtual Reality Software and
Technology
2005-11-07
p.117-123
Keywords: cognitive aids, display size, interaction, virtual reality, visual attention
© Copyright 2005 ACM
Summary: This paper presents some experimental results on the comparison of users
performance for different kinds of 3D interaction tasks (travel, manipulation),
when using either a standard desktop display or a large immersive display. The
main results of our experimentation are the following: first, not all users
benefit similarly from the use of large displays, and second, the gains of
performance strongly depend on the nature of the interaction task. To explain
these results, we borrow some tools from cognitive science in order to identify
one cognitive factor (visual attention) that is involved in the difference of
performance that can be observed.
[14]
Two Dimensional Finite Element Modeling to Identify Physiological Bases for
Tactile Gap Discrimination
GENERAL SESSION: General Sessions Potpourri
/
Gerling, Gregory J.
/
Thomas, Geb W.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.891-895
© Copyright 2005 HFES
Summary: Tactile edge and gap detection are fundamental to performing manual tasks.
Because slowly adapting type I (SA-I) mechanoreceptors encode details pertinent
to edge localization, understanding low-level encoding is critical to
understanding edge perception. Solid mechanics models may help us understand
how mechanoreceptors in the skin encode applied surface indentation into neural
signals representing edges. Finite element models test whether an indenter
separated by a gap creates unique stress/strain distributions in models based
upon orientation to fingerprint lines. Results indicate that a gap axis
parallel to ridge lines elicits a more pronounced signal than a gap axis
perpendicular to ridge lines. The differences may be due to underlying
intermediate ridge microstructure. The percentage differences for three derived
stress metrics range from 30-87% greater when the indenter's gap axis parallels
the ridges. This initial effort demonstrates that underlying skin
microstructure may aid tactile perception of stimulus orientation.
[15]
Displaying Small Surface Features with a Force Feedback Device in a Dental
Training Simulator
VIRTUAL ENVIRONMENTS: Human Interactions in Virtual Environments
/
Thomas, Geb W.
/
Liu, Li
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.2235-2239
© Copyright 2005 HFES
Summary: This paper describes two algorithms for representing small (< 100
µm) step edges with a force feedback simulator. The first algorithm is
the traditional spring-damper force feedback model that represents the cursor's
present position as a point. The second, new, model represents the cursor as a
small sphere. A forced-choice experiment with eight participants indicates that
people can judge the height of small edges more reliably with the sphere model.
The results are useful for the development of simulators for training fine
haptic skills. They are more generally useful to human factors professionals in
the haptics community because they describe how to overcome a fundamental
perceptual challenge with haptic stimulators.
[16]
Error-Associated Behaviors and Error Rates for Robotic Geology
COGNITIVE ENGINEERING AND DECISION MAKING: Error Analysis and Decision
Quality
/
Wagner, Jacob
/
Thomas, Geb
/
Glasgow, Justin
/
Anderson, Robert C.
/
Cabrol, Nathalie
/
Grin, Edmond
Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting
2004-09-20
v.48
p.444-447
© Copyright 2004 HFES
Summary: Humans are often blamed for errors in complex systems. A number of
taxonomies exist for classifying human errors, but recent doubts have been
raised as to whether these are actually errors or simply processes involved in
both correct and incorrect decisions. A field test was designed to address some
of these issues. During the field test, three geologists made assessments about
the recent and past environment based on robotically collected data. The
decisions were classified based on previous error taxonomy. Each conclusion was
then checked for accuracy. From this data, the error rate for specific
behaviors could be calculated. The results indicate many of the behaviors
describe earlier as erroneous actually produce correct decisions most of the
time. One behavior is singled out as producing a majority of the errors and
further research is needed to better understand its causes.
[17]
The Identification of the Critical Haptic Stimulus Features in a Clinical
Dental Task
STUDENT FORUM: Cutting-Edge Research by Students I
/
Liu, Li
/
Thomas, Geb
/
Stanford, Clark
/
Johnson, Lynn
Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting
2004-09-20
v.48
p.2137-2141
© Copyright 2004 HFES
Summary: This paper reviews evidence from a series of experiments that identify a
characteristic 250-350 Hz tool vibration that may enable a dentist to make a
specific clinical determination during a dental exam. The specific task is a
generalized version of crown margin gap estimation. The results suggest that
the vibration of the dental tool may be the salient haptic characteristic
perceived by the dentist. Our previous experiments indicate that this vibration
occurs when the probe releases potential energy after moving across the gap. A
Fourier power spectrum of the vibration indicates that the vibration energy is
in the maximally sensitive range of the Pacinian corpuscle, an organ which
senses fingertip skin vibration. This paper discusses follow-up experiments
designed to verify that including the vibration makes the size of the crown
margin gap more salient while damping the vibration makes the size of crown
margin gap more difficult to estimate. Defining the essential characteristics
of the haptic signal is essential for redesigning, implementing and assessing
the next generation of our dental surgical simulator.
[18]
Dynamic Simulator for Training Clinical Breast Examination
MEDICAL SYSTEMS AND REHABILITATION: Ergonomic and Training Issues in Medical
Systems Development [Lecture]
/
Gerling, Gregory J.
/
Thomas, Geb W.
/
Weissman, Alicia M.
/
Dove, Edwin L.
Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting
2002-09-30
v.46
p.1472-1476
© Copyright 2002 HFES
Summary: Clinical breast examinations (CBE) play a role in the detection of breast
cancers. However, most physicians receive inadequate training in tactile search
of breast tissue to detect small (< 2 cm), hard tumors. The dynamic,
variable-lump, silicone breast simulator was designed to improve physicians'
CBE performance and increase tumor detection. Water inflates balloons embedded
in formed silicone to simulate the presence of tumors and allow independent
adjustment of tumor hardness. The advantage, compared to static models with
five, non-movable tumors, is that training scenarios can be reconfigured and
repeated until each trainee learns the subtle tactile cues associated with
tumors. In a study of 48 medical students, training with the dynamic simulator
increased the number of tumors found (F(42)=7.85, p=0.0077), reduced the number
of false positives (F(42)=5.20, p=0.0277), and improved transfer of training.
This advancement can allow CBE to become more reliable, consistent, and
effective.
[19]
The Effects of Pictograph Explicitness on Hazard Perceptions
POSTERS
/
Alves-Foss, Janice D.
/
Thomas, Gregory W.
/
Braun, Curt C.
Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting
1995-10-09
v.2
p.934
© Copyright 1995 Human Factors and Ergonomics Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
Summary: Little is known about how warning label pictographs representing the same
hazard condition compare in effectiveness. Thirty-three undergraduate students
viewed six pictographs that varied across three levels of pictograph
explicitness (high, medium and low) and two hazard conditions (electric shock
and hand trauma). Subjects rated each pictograph on five variables:
hazardousness, carefulness, likelihood of injury, severity of injury and
exaggeration of the hazard. A composite variable named "perceived hazard" was
formed from the averaged ratings of hazardousness and carefulness. Results
showed that increasing explicitness was associated with higher levels of
perceived hazard, likelihood of injury and severity of injury. The data also
indicated that increases in explicitness were viewed as exaggerations of the
hazard. These results suggest that the pictograph can play a role in
communicating varying levels of hazard.
[20]
Designing Computers with People in Mind
Features: Article
/
Garrison, Anne
/
Mountford, S. Joy
/
Thomas, Greg
interactions
1994
v.1
n.2
p.60-69
© Copyright 1994 Association for Computing Machinery
Summary: The authors describe three prototype products from the Apple Interface
Design Project.
[21]
Modeling Pilot Expertise in Air Combat
TRAINING: Analyzing Workload, Modeling Expertise, and Maintaining Motivation
in Experiments
/
Thomas, Gary S.
/
Obermayer, Richard W.
/
Raspotnik, William B.
/
Waag, Wayne L.
Proceedings of the Human Factors Society 36th Annual Meeting
1992-10-12
v.2
p.1331-1334
© Copyright 1992 Human Factors Society
Summary: The purpose of this effort was to model expert pilot performance and
decision making in one-versus-one (1v1) air-to-air combat. Several
knowledge-elicitation techniques were used to extract air combat expertise from
a former fighter pilot, who served as the subject-matter-expert (SME).
Unstructured and then structured interviews were used to elicit the goals and
sub-goals of air-to-air combat, plus some of the pilot behaviors necessary to
accomplish the goals. The SME also flew a number of combat sorties against
another former fighter pilot in the Simulator for Air-to-Air Combat (SAAC) to
demonstrate pilot performance required to accomplish the goals of air combat.
Based on the SME's verbal protocols, a group of air combat rules were
developed. A rule-based production system was then designed to incorporate the
resulting knowledge base. The production system was also designed to be
capable of analyzing an existing data base of air combat engagements. Expert
system development required additional input from the SME to identify specific
values of flight parameters required by the production system. Upon completion
and SME verification of the expert model, it will be validated by comparing its
performance to that of our SME in simulated air-to-air combat. If the model
can successfully describe expert pilot performance, the model will be used to
provide diagnostic performance feedback in conjunction with SAAC training.
[22]
Training Potential of Multiplayer Air Combat Simulation
Training: Training Device Design
/
Houck, Michael R.
/
Thomas, Gary S.
/
Bell, Herbert H.
Proceedings of the Human Factors Society 33rd Annual Meeting
1989-10-16
v.2
p.1300-1304
© Copyright 1989 Human Factors Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
Summary: The objective of this investigation was to identify air combat mission tasks
that could be trained using existing multiship simulator technology. Forty-two
mission ready F-15 pilots and 16 tactical air controllers rated their need for
additional training on 41 air combat tasks. These pilots and controllers then
participated in four days of air combat training using McDonnell Aircraft
Company's simulation facility. This training allowed the participants to
practice two-ship tactics in an unrestricted combat environment which included
multiple air and ground threats, electronic combat, and real-time kill removal.
Following training, the participants rated the value of their current unit
training and training provided by the multiship simulation. Pilots rated the
multiship simulator training superior to their current unit training for 22 of
the 41 air combat tasks. Pilots also rated their need for additional training
in those 22 combat tasks from "very" to "extremely" desirable. The controllers
indicated that all combat tasks were better trained in the multiplayer
simulation than in their current unit training program. Interviews and
questionnaires also identified a number of strengths and weaknesses of the
simulation that provide "lessons learned" for the development and use of future
multiplayer air combat simulations.
[23]
Development of an Air Combat Performance Measure
Training: Performance Assessment Techniques and Applications
/
Thomas, Gary S.
/
Miller, David C.
Proceedings of the Human Factors Society 32nd Annual Meeting
1988-10-24
v.2
p.1207-1211
© Copyright 1988 Human Factors Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
Summary: The purpose of this research was to formulate a unitary measure of
performance of simulated one-versus-one, within visual range, air-to-air
combat. The measure will serve as a criterion for the development and
validation of specific measures of ACM skill that can be used to provide
diagnostic performance feedback to pilots. Two experiments were conducted in
which fighter pilots served as judges and rank-ordered, from most to least
desirable, hypothetical ACM engagement outcomes. Outcome variables included
(1) whether or not the hypothetical pilot achieved a "kill", (2) whether or not
he survived the mission, (3) the percent of time the pilot was in an offensive,
defensive, or neutral posture, (4) length of engagement, and (5) posture at the
beginning and end of the engagement (offensive, defensive, or neutral). In
order to determine inter-rater agreement among judges in Experiment I, their
rankings were correlated. Correlations ranged from .93 to .99. Pilots'
rankings of engagement outcomes were subjected to linear regression analyses to
derive equations that could be used as a unitary measure of ACM success. The
regression equation in Experiment I accounted for 95% of the variance in
rankings, and the composite regression model calculated in Experiment II
accounted for more than 70% for the variance.