Methodical and technological aspects of creation of interactive computer learning systems
NASA Astrophysics Data System (ADS)
Vishtak, N. M.; Frolov, D. A.
2017-01-01
The article presents a methodology for the development of an interactive computer training system for training power plant. The methods used in the work are a generalization of the content of scientific and methodological sources on the use of computer-based training systems in vocational education, methods of system analysis, methods of structural and object-oriented modeling of information systems. The relevance of the development of the interactive computer training systems in the preparation of the personnel in the conditions of the educational and training centers is proved. Development stages of the computer training systems are allocated, factors of efficient use of the interactive computer training system are analysed. The algorithm of work performance at each development stage of the interactive computer training system that enables one to optimize time, financial and labor expenditure on the creation of the interactive computer training system is offered.
Quizzing and Feedback in Computer-Based and Book-Based Training for Workplace Safety and Health
ERIC Educational Resources Information Center
Rohlman, Diane S.; Eckerman, David A.; Ammerman, Tammara A.; Fercho, Heather L.; Lundeen, Christine A.; Blomquist, Carrie; Anger, W. Kent
2005-01-01
Participants received different amounts of information in either a cTRAIN computer-based instruction (CBI) program or in a booklet format, presented before or concurrently with interactive questions about the information. An interactive CBI presentation that required an overt response during training produced equivalent acquisition and retention…
Yang, Yea-Ru; Chen, Yi-Hua; Chang, Heng-Chih; Chan, Rai-Chi; Wei, Shun-Hwa; Wang, Ray-Yau
2015-10-01
We investigated the effects of a computer-generated interactive visual feedback training program on the recovery from pusher syndrome in stroke patients. Assessor-blinded, pilot randomized controlled study. A total of 12 stroke patients with pusher syndrome were randomly assigned to either the experimental group (N = 7, computer-generated interactive visual feedback training) or control group (N = 5, mirror visual feedback training). The scale for contraversive pushing for severity of pusher syndrome, the Berg Balance Scale for balance performance, and the Fugl-Meyer assessment scale for motor control were the outcome measures. Patients were assessed pre- and posttraining. A comparison of pre- and posttraining assessment results revealed that both training programs led to the following significant changes: decreased severity of pusher syndrome scores (decreases of 4.0 ± 1.1 and 1.4 ± 1.0 in the experimental and control groups, respectively); improved balance scores (increases of 14.7 ± 4.3 and 7.2 ± 1.6 in the experimental and control groups, respectively); and higher scores for lower extremity motor control (increases of 8.4 ± 2.2 and 5.6 ± 3.3 in the experimental and control groups, respectively). Furthermore, the computer-generated interactive visual feedback training program produced significantly better outcomes in the improvement of pusher syndrome (p < 0.01) and balance (p < 0.05) compared with the mirror visual feedback training program. Although both training programs were beneficial, the computer-generated interactive visual feedback training program more effectively aided recovery from pusher syndrome compared with mirror visual feedback training. © The Author(s) 2014.
Dynamic Interaction of Long Suspension Bridges with Running Trains
NASA Astrophysics Data System (ADS)
XIA, H.; XU, Y. L.; CHAN, T. H. T.
2000-10-01
This paper presents an investigation of dynamic interaction of long suspension bridges with running trains. A three-dimensional finite element model is used to represent a long suspension bridge. Each 4-axle vehicle in a train is modelled by a 27-degrees-of-freedom dynamic system. The dynamic interaction between the bridge and train is realized through the contact forces between the wheels and track. By applying a mode superposition technique to the bridge only and taking the measured track irregularities as known quantities, the number of degrees of freedom (d.o.f.) the bridge-train system is significantly reduced and the coupled equations of motion are efficiently solved. The proposed formulation and the associated computer program are then applied to a real long suspension bridge carrying a railway within the bridge deck. The dynamic response of the bridge-train system and the derail and offload factors related to the running safety of the train are computed. The results show that the formulation presented in this paper can well predict dynamic behaviors of both bridge and train with reasonable computation efforts. Dynamic interaction between the long suspension bridge and train is not significant.
Higbee, Thomas S; Aporta, Ana Paula; Resende, Alice; Nogueira, Mateus; Goyos, Celso; Pollard, Joy S
2016-12-01
Discrete-trial instruction (DTI) is a behavioral method of teaching young children with autism spectrum disorders (ASD) that has received a significant amount of research support. Because of a lack of qualified trainers in many areas of the world, researchers have recently begun to investigate alternative methods of training professionals to implement behavioral teaching procedures. One promising training method is interactive computer training, in which slides with recorded narration, video modeling, and embedded evaluation of content knowledge are used to teach a skill. In the present study, the effectiveness of interactive computer training developed by Pollard, Higbee, Akers, and Brodhead (2014), translated into Brazilian Portuguese, was evaluated with 4 university students (Study 1) and 4 special education teachers (Study 2). We evaluated the effectiveness of training on DTI skills during role-plays with research assistants (Study 1) and during DTI sessions with young children with ASD (Studies 1 and 2) using a multiple baseline design. All participants acquired DTI skills after interactive computer training, although 5 of 8 participants required some form of feedback to reach proficiency. Responding generalized to untaught teaching programs for all participants. We evaluated maintenance with the teachers in Study 2, and DTI skills were maintained with 3 of 4 participants. © 2016 Society for the Experimental Analysis of Behavior.
Training Aids for Online Instruction: An Analysis.
ERIC Educational Resources Information Center
Guy, Robin Frederick
This paper describes a number of different types of training aids currently employed in online training: non-interactive audiovisual presentations; interactive computer-based aids; partially interactive aids based on recorded searches; print-based materials; and kits. The advantages and disadvantages of each type of aid are noted, and a table…
Networked Interactive Video for Group Training
ERIC Educational Resources Information Center
Eary, John
2008-01-01
The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…
Automated social skills training with audiovisual information.
Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2016-08-01
People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.
Enhancing Learning through Human Computer Interaction
ERIC Educational Resources Information Center
McKay, Elspeth, Ed.
2007-01-01
Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…
ERIC Educational Resources Information Center
1983
This report describes the design, development, implementation, and evaluation of the Computer Aided Interactive Testing System (CAITS) and addresses the applicability of the system in the Naval Education and Training Command. In addition to an introduction (section one), the report contains four sections and three appendices. Section two describes…
ERIC Educational Resources Information Center
Tardif-Williams, Christine Y.; Owen, Frances; Feldman, Maurice; Tarulli, Donato; Griffiths, Dorothy; Sales, Carol; McQueen-Fuentes, Glenys; Stoner, Karen
2007-01-01
We tested the effectiveness of an interactive, video CD-ROM in teaching persons with intellectual disabilities (ID) about their human rights. Thirty-nine participants with ID were trained using both a classroom activity-based version of the training program and the interactive CD-ROM in a counterbalanced presentation. All individuals were pre- and…
Wu, Dongrui; Lance, Brent J; Parsons, Thomas D
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both k nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing.
Wu, Dongrui; Lance, Brent J.; Parsons, Thomas D.
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing. PMID:23437188
ERIC Educational Resources Information Center
Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole
2013-01-01
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
DTkid: Interactive Simulation Software for Training Tutors of Children with Autism
ERIC Educational Resources Information Center
Randell, Tom; Hall, Martin; Bizo, Lewis; Remington, Bob
2007-01-01
Discrete-trial training (DTT) relies critically on implementation by trained tutors. We report three experiments carried out in the development of "DTkid"--interactive computer simulation software that presents "SIMon", a realistic virtual child with whom novice tutors can learn and practise DTT techniques. Experiments 1 and 2 exposed groups of…
Computational Methods to Predict Protein Interaction Partners
NASA Astrophysics Data System (ADS)
Valencia, Alfonso; Pazos, Florencio
In the new paradigm for studying biological phenomena represented by Systems Biology, cellular components are not considered in isolation but as forming complex networks of relationships. Protein interaction networks are among the first objects studied from this new point of view. Deciphering the interactome (the whole network of interactions for a given proteome) has been shown to be a very complex task. Computational techniques for detecting protein interactions have become standard tools for dealing with this problem, helping and complementing their experimental counterparts. Most of these techniques use genomic or sequence features intuitively related with protein interactions and are based on "first principles" in the sense that they do not involve training with examples. There are also other computational techniques that use other sources of information (i.e. structural information or even experimental data) or are based on training with examples.
Learner Assessment Methods Using a Computer Based Interactive Videodisc System.
ERIC Educational Resources Information Center
Ehrlich, Lisa R.
This paper focuses on item design considerations faced by instructional designers and evaluators when using computer videodisc delivery systems as a means of assessing learner comprehension and competencies. Media characteristics of various interactive computer/videodisc training systems are briefly discussed as well as reasons for using such…
Interactive Video in Training. Computers in Personnel--Making Management Profitable.
ERIC Educational Resources Information Center
Copeland, Peter
Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…
Effects of computer-based training on procedural modifications to standard functional analyses.
Schnell, Lauren K; Sidener, Tina M; DeBar, Ruth M; Vladescu, Jason C; Kahng, SungWoo
2018-01-01
Few studies have evaluated methods for training decision-making when functional analysis data are undifferentiated. The current study evaluated computer-based training to teach 20 graduate students to arrange functional analysis conditions, analyze functional analysis data, and implement procedural modifications. Participants were exposed to training materials using interactive software during a 1-day session. Following the training, mean scores on the posttest, novel cases probe, and maintenance probe increased for all participants. These results replicate previous findings during a 1-day session and include a measure of participant acceptability of the training. Recommendations for future research on computer-based training and functional analysis are discussed. © 2017 Society for the Experimental Analysis of Behavior.
2011-02-01
Command CASE Computer Aided Software Engineering CASEVAC Casualty Evacuation CASTFOREM Combined Arms And Support Task Force Evaluation Model CAT Center For...Advanced Technologies CAT Civil Affairs Team CAT Combined Arms Training CAT Crew Integration CAT Crisis Action Team CATIA Computer-Aided Three...Dimensional Interactive Application CATOX Catalytic Oxidation CATS Combined Arms Training Strategy CATT Combined Arms Tactical Trainer CATT Computer
2012-01-01
Background Peripheral vestibular hypofunction is a major cause of dizziness. When complicated with postural imbalance, this condition can lead to an increased incidence of falls. In traditional clinical practice, gaze stabilization exercise is commonly used to rehabilitate patients. In this study, we established a computer-aided vestibular rehabilitation system by coupling infrared LEDs to an infrared receiver. This system enabled the subjects’ head-turning actions to be quantified, and the training was performed using vestibular exercise combined with computer games and interactive video games that simulate daily life activities. Methods Three unilateral and one bilateral vestibular hypofunction patients volunteered to participate in this study. The participants received 30 minutes of computer-aided vestibular rehabilitation training 2 days per week for 6 weeks. Pre-training and post-training assessments were completed, and a follow-up assessment was completed 1 month after the end of the training period. Results After 6 weeks of training, significant improvements in balance and dynamic visual acuity (DVA) were observed in the four participants. Self-reports of dizziness, anxiety and depressed mood all decreased significantly. Significant improvements in self-confidence and physical performance were also observed. The effectiveness of this training was maintained for at least 1 month after the end of the training period. Conclusion Real-time monitoring of training performance can be achieved using this rehabilitation platform. Patients demonstrated a reduction in dizziness symptoms after 6 weeks of training with this short-term interactive game approach. This treatment paradigm also improved the patients’ balance function. This system could provide a convenient, safe and affordable treatment option for clinical practitioners. PMID:23043886
Chen, Po-Yin; Hsieh, Wan-Ling; Wei, Shun-Hwa; Kao, Chung-Lan
2012-10-09
Peripheral vestibular hypofunction is a major cause of dizziness. When complicated with postural imbalance, this condition can lead to an increased incidence of falls. In traditional clinical practice, gaze stabilization exercise is commonly used to rehabilitate patients. In this study, we established a computer-aided vestibular rehabilitation system by coupling infrared LEDs to an infrared receiver. This system enabled the subjects' head-turning actions to be quantified, and the training was performed using vestibular exercise combined with computer games and interactive video games that simulate daily life activities. Three unilateral and one bilateral vestibular hypofunction patients volunteered to participate in this study. The participants received 30 minutes of computer-aided vestibular rehabilitation training 2 days per week for 6 weeks. Pre-training and post-training assessments were completed, and a follow-up assessment was completed 1 month after the end of the training period. After 6 weeks of training, significant improvements in balance and dynamic visual acuity (DVA) were observed in the four participants. Self-reports of dizziness, anxiety and depressed mood all decreased significantly. Significant improvements in self-confidence and physical performance were also observed. The effectiveness of this training was maintained for at least 1 month after the end of the training period. Real-time monitoring of training performance can be achieved using this rehabilitation platform. Patients demonstrated a reduction in dizziness symptoms after 6 weeks of training with this short-term interactive game approach. This treatment paradigm also improved the patients' balance function. This system could provide a convenient, safe and affordable treatment option for clinical practitioners.
Payload crew training scheduler (PACTS) user's manual
NASA Technical Reports Server (NTRS)
Shipman, D. L.
1980-01-01
The operation of the payload specialist training scheduler (PACTS) is discussed in this user's manual which is used to schedule payload specialists for mission training on the Spacelab experiments. The PACTS program is a fully automated interactive, computerized scheduling program equipped with tutorial displays. The tutorial displays are sufficiently detailed for use by a program analyst having no computer experience. The PACTS program is designed to operate on the UNIVAC 1108 computer system, and has the capability to load output into a PDP 11/45 Interactive Graphics Display System for printing schedules. The program has the capacity to handle up to three overlapping Spacelab missions.
Integrated Approach to Flight Crew Training
NASA Technical Reports Server (NTRS)
Carroll, J. E.
1984-01-01
The computer based approach used by United Airlines for flight training is discussed. The human factors involved in specific aircraft accidents are addressed. Flight crew interaction and communication as they relate to training and flight safety are considered.
Harrington, Susan S.; Walker, Bonnie L.
2010-01-01
Background Older adults in small residential board and care facilities are at a particularly high risk of fire death and injury because of their characteristics and environment. Methods The authors investigated computer-based instruction as a way to teach fire emergency planning to owners, operators, and staff of small residential board and care facilities. Participants (N = 59) were randomly assigned to a treatment or control group. Results Study participants who completed the training significantly improved their scores from pre- to posttest when compared to a control group. Participants indicated on the course evaluation that the computers were easy to use for training (97%) and that they would like to use computers for future training courses (97%). Conclusions This study demonstrates the potential for using interactive computer-based training as a viable alternative to instructor-led training to meet the fire safety training needs of owners, operators, and staff of small board and care facilities for the elderly. PMID:19263929
Kron, Frederick W; Fetters, Michael D; Scerbo, Mark W; White, Casey B; Lypson, Monica L; Padilla, Miguel A; Gliva-McConvey, Gayle A; Belfore, Lee A; West, Temple; Wallace, Amelia M; Guetterman, Timothy C; Schleicher, Lauren S; Kennedy, Rebecca A; Mangrulkar, Rajesh S; Cleary, James F; Marsella, Stacy C; Becker, Daniel M
2017-04-01
To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group's experiences and learning preferences. A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR's intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. MPathic-VR's virtual human simulation offers an effective and engaging means of advanced communication training. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Kron, Frederick W.; Fetters, Michael D.; Scerbo, Mark W.; White, Casey B.; Lypson, Monica L.; Padilla, Miguel A.; Gliva-McConvey, Gayle A.; Belfore, Lee A.; West, Temple; Wallace, Amelia M.; Guetterman, Timothy C.; Schleicher, Lauren S.; Kennedy, Rebecca A.; Mangrulkar, Rajesh S.; Cleary, James F.; Marsella, Stacy C.; Becker, Daniel M.
2016-01-01
Objectives To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group’s experiences and learning preferences. Methods A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR’s intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. Secondary outcomes: student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. Results MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. Conclusions MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. Practice Implications MPathic-VR’s virtual human simulation offers an effective and engaging means of advanced communication training. PMID:27939846
Enlist micros: Training science teachers to use microcomputers
NASA Astrophysics Data System (ADS)
Baird, William E.; Ellis, James D.; Kuerbis, Paul J.
A National Science Foundation grant to the Biological Sciences Curriculum Study (BSCS) at The Colorado College supported the design and production of training materials to encourage literacy of science teachers in the use of microcomputers. ENLIST Micros is based on results of a national needs assessment that identified 22 compentencies needed by K-12 science teachers to use microcomputers for instruction. A writing team developed the 16-hour training program in the summer of 1985, and field-test coordinators tested it with 18 preservice or in-service groups during the 1985-86 academic year at 15 sites within the United States. The training materials consist of video programs, interactive computer disks for the Apple II series microcomputer, a training manual for participants, and a guide for the group leader. The experimental materials address major areas of educational computing: awareness, applications, implementation, evaluation, and resources. Each chapter contains activities developed for this program, such as viewing video segments of science teachers who are using computers effectively and running commercial science and training courseware. Role playing and small-group interaction help the teachers overcome their reluctance to use computers and plan for effective implementation of microcomputers in the school. This study examines the implementation of educational computing among 47 science teachers who completed the ENLIST Micros training at a southern university. We present results of formative evaluation for that site. Results indicate that both elementary and secondary teachers benefit from the training program and demonstrate gains in attitudes toward computer use. Participating teachers said that the program met its stated objectives and helped them obtain needed skills. Only 33 percent of these teachers, however, reported using computers one year after the training. In June 1986, the BSCS initiated a follow up to the ENLIST Micros curriculum to develop, evaluate, and disseminate a complete model of teacher enhancement for educational computing in the sciences. In that project, we use the ENLIST Micros curriculum as the first step in a training process. The project includes seminars that introduce additional skills: It contains provisions for sharing among participants, monitors use of computers in participants' classrooms, provides structured coaching of participants' use of computers in their classrooms, and offers planned observations of peers using computers in their science teaching.
ERIC Educational Resources Information Center
Johnson, Douglas A.; Rubin, Sophie
2011-01-01
Computer-based instruction (CBI) has been growing rapidly as a training tool in organizational settings, but close attention to behavioral factors has often been neglected. CBI represents a promising instructional advancement over current training methods. This review article summarizes 12 years of comparative research in interactive…
TRAINING RESEARCH UTILIZING MAN-COMPUTER INTERACTIONS, PROMISE AND REALITY.
ERIC Educational Resources Information Center
MCCLELLAND, WILLIAM A.
THE PAPER WAS PRESENTED AS PART OF THE AVIONICS PANEL PROGRAM ON NATURAL AND ARTIFICIAL LOGIC PROCESSORS, SPONSORED BY THE ADVISORY GROUP FOR AERONAUTICAL RESEARCH AND DEVELOPMENT, NATO. SEVERAL CONCEPTUAL PROPOSITIONS IN REGARD TO MAN AND THE COMPUTER ARE OFFERED. THE NATURE OF TRAINING RESEARCH IS EXAMINED. THERE IS ALSO A BRIEF CATEGORIZATION…
Computer-Aided Training for Transport Planners: Experience with the Pluto Package.
ERIC Educational Resources Information Center
Bonsall, P. W.
1995-01-01
Describes the PLUTO model, an interactive computer program designed for use in education and training of city planners and engineers. Emphasizes four issues: (1) the balance between realism and simplification; (2) the design of the user interface; (3) comparative advantages of group and solo working; and (4) factors affecting the decision to…
Computer Training for Seniors: An Academic-Community Partnership
ERIC Educational Resources Information Center
Sanders, Martha J.; O'Sullivan, Beth; DeBurra, Katherine; Fedner, Alesha
2013-01-01
Computer technology is integral to information retrieval, social communication, and social interaction. However, only 47% of seniors aged 65 and older use computers. The purpose of this study was to determine the impact of a client-centered computer program on computer skills, attitudes toward computer use, and generativity in novice senior…
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
A Functional Analytic Approach to Computer-Interactive Mathematics
ERIC Educational Resources Information Center
Ninness, Chris; Rumph, Robin; McCuller, Glen; Harrison, Carol; Ford, Angela M.; Ninness, Sharon K.
2005-01-01
Following a pretest, 11 participants who were naive with regard to various algebraic and trigonometric transformations received an introductory lecture regarding the fundamentals of the rectangular coordinate system. Following the lecture, they took part in a computer-interactive matching-to-sample procedure in which they received training on…
Putting Life into Computer-Based Training: The Creation of an Epidemiologic Case Study.
ERIC Educational Resources Information Center
Gathany, Nancy C.; Stehr-Green, Jeanette K.
1994-01-01
Describes the design of "Pharyngitis in Louisiana," a computer-based epidemiologic case study that was created to teach students how to conduct disease outbreak investigations. Topics discussed include realistic content portrayals; graphics; interactive teaching methods; interaction between the instructional designer and the medical…
2010-12-01
Base ( CFB ) Kingston. The computer simulation developed in this project is intended to be used for future research and as a possible training platform...DRDC Toronto No. CR 2010-055 Development of an E-Prime based computer simulation of an interactive Human Rights Violation negotiation script...Abstract This report describes the method of developing an E-Prime computer simulation of an interactive Human Rights Violation (HRV) negotiation. An
NASA Astrophysics Data System (ADS)
Lin, Chern-Sheng; Chen, Chia-Tse; Shei, Hung-Jung; Lay, Yun-Long; Chiu, Chuang-Chien
2012-09-01
This study develops a body motion interactive system with computer vision technology. This application combines interactive games, art performing, and exercise training system. Multiple image processing and computer vision technologies are used in this study. The system can calculate the characteristics of an object color, and then perform color segmentation. When there is a wrong action judgment, the system will avoid the error with a weight voting mechanism, which can set the condition score and weight value for the action judgment, and choose the best action judgment from the weight voting mechanism. Finally, this study estimated the reliability of the system in order to make improvements. The results showed that, this method has good effect on accuracy and stability during operations of the human-machine interface of the sports training system.
Empowering Middle School Teachers with Portable Computers.
ERIC Educational Resources Information Center
Weast, Jerry D.; And Others
1993-01-01
A Sioux Falls (South Dakota) project that supplied middle school teachers with Macintosh computers and training to use them showed gratifying results. Easy access to portable notebook computers made teachers more active computer users, increased teacher interaction and collaboration, enhanced teacher productivity regarding management tasks and…
Interactive and Multimedia Contents Associated with a System for Computer-Aided Assessment
ERIC Educational Resources Information Center
Paiva, Rui C.; Ferreira, Milton S.; Mendes, Ana G.; Eusébio, Augusto M. J.
2015-01-01
This article presents a research study addressing the development, implementation, evaluation, and use of Interactive Modules for Online Training (MITO) of mathematics in higher education. This work was carried out in the context of the MITO project, which combined several features of the learning and management system Moodle, the computer-aided…
Sandoval, Luis R; González, Betzamel López; Stone, William S; Guimond, Synthia; Rivas, Cristina Torres; Sheynberg, David; Kuo, Susan S; Eack, Shaun; Keshavan, Matcheri S
2017-09-04
Recent studies show that computer-based training enhances cognition in schizophrenia; furthermore, socialization has also been found to improve cognitive functions. It is generally believed that non-social cognitive remediation using computer exercises would be a pre-requisite for therapeutic benefits from social cognitive training. However, it is also possible that social interaction by itself enhances non-social cognitive functions; this possibility has scarcely been explored in schizophrenia patients. This pilot study examined the effects of computer-based neurocognitive training, along with social interaction either with a peer (PSI) or without one (N-PSI). We hypothesized that PSI will enhance cognitive performance during computerized exercises in schizophrenia, as compared with N-PSI. Sixteen adult participants diagnosed with schizophrenia or schizoaffective disorder participating in an ongoing trial of Cognitive Enhancement Therapy completed several computerized neurocognitive remediation training sessions (the Orientation Remedial Module©, or ORM), either with a peer or without a peer. We observed a significant interaction between the effect of PSI and performance on the different cognitive exercises (p<0.05). More precisely, when patients performed the session with PSI, they demonstrated better cognitive performances than with N-PSI in the ORM exercise that provides training in processing speed, alertness, and reaction time (the standard Attention Reaction Conditioner, or ARC) (p<0.01, corrected). PSI did not significantly affect other cognitive domains such as target detection and spatial attention. Our findings suggest that PSI could improve cognitive performance, such as processing speed, during computerized cognitive training in schizophrenia. Additional studies investigating the effect of PSI during cognitive remediation are needed to further evaluate this hypothesis. Copyright © 2017. Published by Elsevier B.V.
Mullins, Caitlyn R; Pairis-Garcia, Monique D; Campler, Magnus R; Anthony, Raymond; Johnson, Anna K; Coleman, Grahame J; Rault, Jean-Loup
2018-02-05
With extensive knowledge and training in the prevention, management, and treatment of disease conditions in animals, veterinarians play a critical role in ensuring good welfare on swine farms by training caretakers on the importance of timely euthanasia. To assist veterinarians and other industry professionals in training new and seasoned caretakers, an interactive computer-based training program was created. It consists of three modules, each containing five case studies, which cover three distinct production stages (breeding stock, piglets, and wean to grower-finisher pigs). Case study development was derived from five specific euthanasia criteria defined in the 2015 Common Swine Industry Audit, a nationally recognized auditing program used in the US. Case studies provide information regarding treatment history, clinical signs, and condition severity of the pig and prompt learners to make management decisions regarding pig treatment and care. Once a decision is made, feedback is provided so learners understand the appropriateness of their decision compared to current industry guidelines. In addition to training farm personnel, this program may also be a valuable resource if incorporated into veterinary, graduate, and continuing education curricula. This innovative tool represents the first interactive euthanasia-specific training program in the US swine industry and offers the potential to improve timely and humane on-farm pig euthanasia.
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-01-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders. PMID:28429757
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
NASA Astrophysics Data System (ADS)
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-04-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.
Yip, Kevin Y.; Gerstein, Mark
2009-01-01
Motivation: An important problem in systems biology is reconstructing complete networks of interactions between biological objects by extrapolating from a few known interactions as examples. While there are many computational techniques proposed for this network reconstruction task, their accuracy is consistently limited by the small number of high-confidence examples, and the uneven distribution of these examples across the potential interaction space, with some objects having many known interactions and others few. Results: To address this issue, we propose two computational methods based on the concept of training set expansion. They work particularly effectively in conjunction with kernel approaches, which are a popular class of approaches for fusing together many disparate types of features. Both our methods are based on semi-supervised learning and involve augmenting the limited number of gold-standard training instances with carefully chosen and highly confident auxiliary examples. The first method, prediction propagation, propagates highly confident predictions of one local model to another as the auxiliary examples, thus learning from information-rich regions of the training network to help predict the information-poor regions. The second method, kernel initialization, takes the most similar and most dissimilar objects of each object in a global kernel as the auxiliary examples. Using several sets of experimentally verified protein–protein interactions from yeast, we show that training set expansion gives a measurable performance gain over a number of representative, state-of-the-art network reconstruction methods, and it can correctly identify some interactions that are ranked low by other methods due to the lack of training examples of the involved proteins. Contact: mark.gerstein@yale.edu Availability: The datasets and additional materials can be found at http://networks.gersteinlab.org/tse. PMID:19015141
A Cognitive Approach to e-Learning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Greitzer, Frank L.; Rice, Douglas M.; Eaton, Sharon L.
2003-12-01
Like traditional classroom instruction, distributed learning derives from passive training paradigms. Just as student-centered classroom teaching methods have been applied over several decades of classroom instruction, interactive approaches have been encouraged for distributed learning. While implementation of multimedia-based training features may appear to produce active learning, sophisticated use of multimedia features alone does not necessarily enhance learning. This paper describes the results of applying cognitive science principles to enhance learning in a student-centered, distributed learning environment, and lessons learned in developing and delivering this training. Our interactive, scenario-based approach exploits multimedia technology within a systematic, cognitive framework for learning. Themore » basis of the application of cognitive principles is the innovative use of multimedia technology to implement interaction elements. These simple multimedia interactions, which are used to support new concepts, are later combined with other interaction elements to create more complex, integrated practical exercises. This technology-based approach may be applied in a variety of training and education contexts, but is especially well suited for training of equipment operators and maintainers. For example, it has been used in a sustainment training application for the United States Army's Combat Support System Automated Information System Interface (CAISI). The CAISI provides a wireless communications capability that allows various logistics systems to communicate across the battlefield. Based on classroom training material developed by the CAISI Project Office, the Pacific Northwest National Laboratory designed and developed an interactive, student-centered distributed-learning application for CAISI operators and maintainers. This web-based CAISI training system is also distributed on CD media for use on individual computers, and material developed for the computer-based course can be used in the classroom. In addition to its primary role in sustainment training, this distributed learning course can complement or replace portions of the classroom instruction, thus supporting a blended learning solution.« less
An Interactive Computer-Based Training Program for Beginner Personal Computer Maintenance.
ERIC Educational Resources Information Center
Summers, Valerie Brooke
A computer-assisted instructional program, which was developed for teaching beginning computer maintenance to employees of Unisys, covered external hardware maintenance, proper diskette care, making software backups, and electro-static discharge prevention. The procedure used in developing the program was based upon the Dick and Carey (1985) model…
Why CBI? An Examination of the Case for Computer-Based Instruction.
ERIC Educational Resources Information Center
Dean, Peter M.
1977-01-01
Discussion of the use of computers in instruction includes the relationship of theory to practice, the interactive nature of computer instruction, an overview of the Keller Plan, cost considerations, strategy for use of computers in instruction and training, and a look at examination procedure. (RAO)
ERIC Educational Resources Information Center
Karaibryamov, Samet; Tsareva, Bistra; Zlatanov, Boyan
2012-01-01
This work acquaints with the program Sam for interactive computer training of students on the theme "Mutual intersecting of pyramids and prisms in axonometry". The program containing three modules--teacher, student and autopilot--allows for briefest time to teach and study the whole variety of the tasks on this theme. A classification of…
ERIC Educational Resources Information Center
McConatha, Douglas; And Others
1994-01-01
Examined and documented effects of interactive computer-based education and training on rehabilitation of long-term care residents (n=14). This approach was found to provide mental stimulation and challenge, as well as improving practical skills which directly impact upon competencies and feelings of autonomy of participants. (Author/NB)
ERIC Educational Resources Information Center
Stevenson, Kimberly
This master's thesis describes the development of an expert system and interactive videodisc computer-based instructional job aid used for assisting in the integration of electron beam lithography devices. Comparable to all comprehensive training, expert system and job aid development require a criterion-referenced systems approach treatment to…
One Small Step for Manuals: Computer-Assisted Training in Twelve-Step Facilitation*
Sholomskas, Diane E.; Carroll, Kathleen M.
2008-01-01
Objective The burgeoning number of empirically validated therapies has not been met with systematic evaluation of practical, inexpensive means of teaching large numbers of clinicians to use these treatments effectively. An interactive, computer-assisted training program that sought to impart skills associated with the Project MATCH (Matching Alcoholism Treatments to Client Heterogeneity) Twelve-Step Facilitation (TSF) manual was developed to address this need. Method Twenty-five community-based substance use-treatment clinicians were randomized to one of two training conditions: (1) access to the computer-assisted training program plus the TSF manual or (2) access to the manual only. The primary outcome measure was change from pre- to posttraining in the clinicians' ability to demonstrate key TSF skills. Results The data suggested that the clinicians' ability to implement TSF, as assessed by independent ratings of adherence and skill for the key TSF interventions, was significantly higher after training for those who had access to the computerized training condition than those who were assigned to the manual-only condition. Those assigned to the computer-assisted training condition also demonstrated greater gains in a knowledge test assessing familiarity with concepts presented in the TSF manual. Conclusions Computer-based training may be a feasible and effective means of training larger numbers of clinicians in empirically supported, manual-guided therapies. PMID:17061013
One small step for manuals: Computer-assisted training in twelve-step facilitation.
Sholomskas, Diane E; Carroll, Kathleen M
2006-11-01
The burgeoning number of empirically validated therapies has not been met with systematic evaluation of practical, inexpensive means of teaching large numbers of clinicians to use these treatments effectively. An interactive, computer-assisted training program that sought to impart skills associated with the Project MATCH (Matching Alcoholism Treatments to Client Heterogeneity) Twelve-Step Facilitation (TSF) manual was developed to address this need. Twenty-five community-based substance use-treatment clinicians were randomized to one of two training conditions: (1) access to the computer- assisted training program plus the TSF manual or (2) access to the manual only. The primary outcome measure was change from preto posttraining in the clinicians' ability to demonstrate key TSF skills. The data suggested that the clinicians' ability to implement TSF, as assessed by independent ratings of adherence and skill for the key TSF interventions, was significantly higher after training for those who had access to the computerized training condition than those who were assigned to the manual-only condition. Those assigned to the computer-assisted training condition also demonstrated greater gains in a knowledge test assessing familiarity with concepts presented in the TSF manual. Computer-based training may be a feasible and effective means of training larger numbers of clinicians in empirically supported, manual-guided therapies.
ERIC Educational Resources Information Center
Lynch, William W.
Prompting of reading errors is a common pattern of teaching behavior occurring in reading groups. Teachers' tactics in responding to pupil errors during oral reading in public school classrooms were analyzed with the assistance of the technology of the Computer Assisted Teacher Training System (CATTS) to formulate hypotheses about teacher decision…
3D liver volume reconstructed for palpation training.
Tibamoso, Gerardo; Perez-Gutierrez, Byron; Uribe-Quevedo, Alvaro
2013-01-01
Virtual Reality systems for medical procedures such as the palpation of different organs, requires fast, robust, accurate and reliable computational methods for providing realism during interaction with the 3D biological models. This paper presents the segmentation, reconstruction and palpation simulation of a healthy liver volume as a tool for training. The chosen method considers the mechanical characteristics and liver properties for correctly simulating palpation interactions, which results appropriate as a complementary tool for training medical students in familiarizing with the liver anatomy.
Security training with interactive laser-video-disk technology
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wilson, D.
1988-01-01
DOE, through its contractor EG and G Energy Measurements, Inc., has developed a state-of-the-art interactive-video system for use at the Department of Energy's Central Training Academy. Called the Security Training and Evaluation Shooting System (STRESS), the computer-driven decision shooting system employs the latest is laservideo-disk technology. STRESS is designed to provide realistic and stressful training for security inspectors employed by the DOE and its contractors. The system uses wide-screen video projection, sophisticated scenario-branching technology, and customized video scenarios especially designed for the DOE. Firing a weapon that has been modified to shoot ''laser bullets,'' and wearing a special vest thatmore » detects ''hits'': the security inspector encounters adversaries on the wide screen who can shoot or be shot by the inspector in scenarios that demand fast decisions. Based on those decisions, the computer provides instantaneous branching to different scenes, giving the inspector confrontational training with the realism and variability of real life.« less
Yu, Jingkai; Finley, Russell L
2009-01-01
High-throughput experimental and computational methods are generating a wealth of protein-protein interaction data for a variety of organisms. However, data produced by current state-of-the-art methods include many false positives, which can hinder the analyses needed to derive biological insights. One way to address this problem is to assign confidence scores that reflect the reliability and biological significance of each interaction. Most previously described scoring methods use a set of likely true positives to train a model to score all interactions in a dataset. A single positive training set, however, may be biased and not representative of true interaction space. We demonstrate a method to score protein interactions by utilizing multiple independent sets of training positives to reduce the potential bias inherent in using a single training set. We used a set of benchmark yeast protein interactions to show that our approach outperforms other scoring methods. Our approach can also score interactions across data types, which makes it more widely applicable than many previously proposed methods. We applied the method to protein interaction data from both Drosophila melanogaster and Homo sapiens. Independent evaluations show that the resulting confidence scores accurately reflect the biological significance of the interactions.
ERIC Educational Resources Information Center
Sayre, Scott Alan
The purpose of this study was to develop and validate a computer-based system that would allow interactive video developers to integrate and manage the design components prior to production. These components of an interactive video (IVD) program include visual information in a variety of formats, audio information, and instructional techniques,…
Computer Based Training: Field Deployable Trainer and Shared Virtual Reality
NASA Technical Reports Server (NTRS)
Mullen, Terence J.
1997-01-01
Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.
Transportation Infrastructure Design and Construction \\0x16 Virtual Training Tools
DOT National Transportation Integrated Search
2003-09-01
This project will develop 3D interactive computer-training environments for a major element of transportation infrastructure : hot mix asphalt paving. These tools will include elements of hot mix design (including laboratory equipment) and constructi...
Lieberman, Gillian; Abramson, Richard; Volkan, Kevin; McArdle, Patricia J
2002-01-01
This study compared the educational effectiveness of an interactive tutorial with that of interactive computer-assisted instruction (CAI) and determined the effects of personal preference, learning style, and level of training. Fifty-four medical students and four radiology residents were prospectively, randomly assigned to receive instruction from different sections of an interactive tutorial and an interactive CAI module. Participants took tests of factual knowledge at the beginning and end of the instruction and a test of visual diagnosis at the end. They completed questionnaires to evaluate their preferred learning styles objectively and to elicit their subjective attitudes toward the two formats. Mean test scores of the tutorial and CAI groups were compared by means of analysis of covariance and two-tailed repeated-measures F test. Both the tutorial and CAI groups demonstrated significant improvement in posttest scores (P < .01 and P < .01, respectively) with the tutorial group's mean posttest score marginally but significantly higher (32.84 vs 28.13, P < .001). There were no significant interaction effects with participants' year of training (P = .845), objectively evaluated preferred learning style (P = .312), subjectively elicited attitude toward learning with CAI (P = .703), or visual diagnosis score (tutorial, 7.61; CD-ROM, 7.75; P = .79). Interactive tutorial and optimal CAI are both effective instructional formats. The tutorial was marginally but significantly more effective at teaching factual knowledge, an effect unrelated to students' year of training, learning style, or stated enjoyment of CAI. The superiority of the tutorial is expected to increase when it is compared with commercially expedient CAI modules.
Burke, J F; Gnall, E; Umrudden, Z; Kyaw, M; Schick, P K
2008-01-01
We developed a computer-based tutorial and a posttest on ECG interpretation for training residents and determining competency. Forty residents, 6 cardiology fellows, and 4 experienced physicians participated. The tutorial emphasized recognition and understanding of abnormal ECG features. Active learning was promoted by asking questions prior to the discussion of ECGs. Interactivity was facilitated by providing rapid and in-depth rationale for correct answers. Responses to questions were recorded and extensively analyzed to determine the quality of questions, baseline knowledge at different levels of training and improvement of grades in posttest. Posttest grades were used to assess improvement and to determine competency. The questions were found to be challenging, fair, appropriate and discriminative. This was important since the quality of Socratic questions is critical for the success of interactive programs. The information on strengths and weakness in baseline knowledge at different levels of training were used to adapt our training program to the needs of residents. The posttest revealed that the tutorial contributed to marked improvement in feature recognition. Competency testing distinguished between residents with outstanding grades and those who needed remediation. The strategy for critical evaluation of our computer program could be applied to any computer-based educational program, regardless of topic.
NASA Technical Reports Server (NTRS)
Rogers, R. H. (Principal Investigator)
1980-01-01
The results achieved during the first eight months of a program to transfer LANDSAT technology to practicing professionals in the private and public sectors (grass roots) through community colleges and other locally available institutions are reported. The approach offers hands-on interactive analysis training and demonstrations through the use of color desktop computer terminals communicating with a host computer by telephone lines. The features of the terminals and associated training materials are reviewed together with plans for their use in training and demonstration projects.
20 CFR 628.325 - Incentive grants, capacity building, and technical assistance.
Code of Federal Regulations, 2011 CFR
2011-04-01
... for the development of Statewide communications and training mechanisms involving computer-based communication technologies that directly facilitate interaction with the National Capacity Building and... section 205(a) of the Act, in developing electronic communications, training mechanisms and/or...
20 CFR 628.325 - Incentive grants, capacity building, and technical assistance.
Code of Federal Regulations, 2012 CFR
2012-04-01
... for the development of Statewide communications and training mechanisms involving computer-based communication technologies that directly facilitate interaction with the National Capacity Building and... section 205(a) of the Act, in developing electronic communications, training mechanisms and/or...
An overview of the education and training component of RICIS
NASA Technical Reports Server (NTRS)
Freedman, Glenn B.
1987-01-01
Research in education and training according to RICIS (Research Institute for Computing and Information Systems) program focuses on means to disseminate knowledge, skills, and technological advances rapidly, accurately, and effectively. A range of areas for study include: artificial intelligence, hypermedia and full-text retrieval strategies, use of mass storage and retrieval options such as CD-ROM and laser disks, and interactive video and interactive media presentations.
Simulation System for Training in Laparoscopic Surgery
NASA Technical Reports Server (NTRS)
Basdogan, Cagatay; Ho, Chih-Hao
2003-01-01
A computer-based simulation system creates a visual and haptic virtual environment for training a medical practitioner in laparoscopic surgery. Heretofore, it has been common practice to perform training in partial laparoscopic surgical procedures by use of a laparoscopic training box that encloses a pair of laparoscopic tools, objects to be manipulated by the tools, and an endoscopic video camera. However, the surgical procedures simulated by use of a training box are usually poor imitations of the actual ones. The present computer-based system improves training by presenting a more realistic simulated environment to the trainee. The system includes a computer monitor that displays a real-time image of the affected interior region of the patient, showing laparoscopic instruments interacting with organs and tissues, as would be viewed by use of an endoscopic video camera and displayed to a surgeon during a laparoscopic operation. The system also includes laparoscopic tools that the trainee manipulates while observing the image on the computer monitor (see figure). The instrumentation on the tools consists of (1) position and orientation sensors that provide input data for the simulation and (2) actuators that provide force feedback to simulate the contact forces between the tools and tissues. The simulation software includes components that model the geometries of surgical tools, components that model the geometries and physical behaviors of soft tissues, and components that detect collisions between them. Using the measured positions and orientations of the tools, the software detects whether they are in contact with tissues. In the event of contact, the deformations of the tissues and contact forces are computed by use of the geometric and physical models. The image on the computer screen shows tissues deformed accordingly, while the actuators apply the corresponding forces to the distal ends of the tools. For the purpose of demonstration, the system has been set up to simulate the insertion of a flexible catheter in a bile duct. [As thus configured, the system can also be used to simulate other endoscopic procedures (e.g., bronchoscopy and colonoscopy) that include the insertion of flexible tubes into flexible ducts.] A hybrid approach has been followed in developing the software for real-time simulation of the visual and haptic interactions (1) between forceps and the catheter, (2) between the forceps and the duct, and (3) between the catheter and the duct. The deformations of the duct are simulated by finite-element and modalanalysis procedures, using only the most significant vibration modes of the duct for computing deformations and interaction forces. The catheter is modeled as a set of virtual particles uniformly distributed along the center line of the catheter and connected to each other via linear and torsional springs and damping elements. The interactions between the forceps and the duct as well as the catheter are simulated by use of a ray-based haptic-interaction- simulating technique in which the forceps are modeled as connected line segments.
ERIC Educational Resources Information Center
McKay, Elspeth; Vilela, Cenie
2011-01-01
The purpose of this paper is to outline government online training practice. We searched individual research domains of the human-dimensions of Human Computer Interaction (HCI), information and communications technologies (ICT) and instructional design for evidence of either corporate sector or government training practices. We overlapped these…
The 2009 DOD Cost Research Workshop: Acquisition Reform
2010-02-01
2 ACEIT Enhancement, Help-Desk/Training, Consulting DASA-CE–3 Command, Control, Communications, Computers, Intelligence, Surveillance, and...Management Information System (OSMIS) online interactive relational database DASA-CE–2 Title: ACEIT Enhancement, Help-Desk/Training, Consulting Summary...support and training for the Automated Cost estimator Integrated Tools ( ACEIT ) software suite. ACEIT is the Army standard suite of analytical tools for
Manson, Amy; Poyade, Matthieu; Rea, Paul
2015-10-19
The use of computer-aided learning in education can be advantageous, especially when interactive three-dimensional (3D) models are used to aid learning of complex 3D structures. The anatomy of the ventricular system of the brain is difficult to fully understand as it is seldom seen in 3D, as is the flow of cerebrospinal fluid (CSF). This article outlines a workflow for the creation of an interactive training tool for the cerebral ventricular system, an educationally challenging area of anatomy. This outline is based on the use of widely available computer software packages. Using MR images of the cerebral ventricular system and several widely available commercial and free software packages, the techniques of 3D modelling, texturing, sculpting, image editing and animations were combined to create a workflow in the creation of an interactive educational and training tool. This was focussed on cerebral ventricular system anatomy, and the flow of cerebrospinal fluid. We have successfully created a robust methodology by using key software packages in the creation of an interactive education and training tool. This has resulted in an application being developed which details the anatomy of the ventricular system, and flow of cerebrospinal fluid using an anatomically accurate 3D model. In addition to this, our established workflow pattern presented here also shows how tutorials, animations and self-assessment tools can also be embedded into the training application. Through our creation of an established workflow in the generation of educational and training material for demonstrating cerebral ventricular anatomy and flow of cerebrospinal fluid, it has enormous potential to be adopted into student training in this field. With the digital age advancing rapidly, this has the potential to be used as an innovative tool alongside other methodologies for the training of future healthcare practitioners and scientists. This workflow could be used in the creation of other tools, which could be developed for use not only on desktop and laptop computers but also smartphones, tablets and fully immersive stereoscopic environments. It also could form the basis on which to build surgical simulations enhanced with haptic interaction.
Lehrer, Nicole; Chen, Yinpeng; Duff, Margaret; L Wolf, Steven; Rikakis, Thanassis
2011-09-08
Few existing interactive rehabilitation systems can effectively communicate multiple aspects of movement performance simultaneously, in a manner that appropriately adapts across various training scenarios. In order to address the need for such systems within stroke rehabilitation training, a unified approach for designing interactive systems for upper limb rehabilitation of stroke survivors has been developed and applied for the implementation of an Adaptive Mixed Reality Rehabilitation (AMRR) System. The AMRR system provides computational evaluation and multimedia feedback for the upper limb rehabilitation of stroke survivors. A participant's movements are tracked by motion capture technology and evaluated by computational means. The resulting data are used to generate interactive media-based feedback that communicates to the participant detailed, intuitive evaluations of his performance. This article describes how the AMRR system's interactive feedback is designed to address specific movement challenges faced by stroke survivors. Multimedia examples are provided to illustrate each feedback component. Supportive data are provided for three participants of varying impairment levels to demonstrate the system's ability to train both targeted and integrated aspects of movement. The AMRR system supports training of multiple movement aspects together or in isolation, within adaptable sequences, through cohesive feedback that is based on formalized compositional design principles. From preliminary analysis of the data, we infer that the system's ability to train multiple foci together or in isolation in adaptable sequences, utilizing appropriately designed feedback, can lead to functional improvement. The evaluation and feedback frameworks established within the AMRR system will be applied to the development of a novel home-based system to provide an engaging yet low-cost extension of training for longer periods of time.
2011-01-01
Background Few existing interactive rehabilitation systems can effectively communicate multiple aspects of movement performance simultaneously, in a manner that appropriately adapts across various training scenarios. In order to address the need for such systems within stroke rehabilitation training, a unified approach for designing interactive systems for upper limb rehabilitation of stroke survivors has been developed and applied for the implementation of an Adaptive Mixed Reality Rehabilitation (AMRR) System. Results The AMRR system provides computational evaluation and multimedia feedback for the upper limb rehabilitation of stroke survivors. A participant's movements are tracked by motion capture technology and evaluated by computational means. The resulting data are used to generate interactive media-based feedback that communicates to the participant detailed, intuitive evaluations of his performance. This article describes how the AMRR system's interactive feedback is designed to address specific movement challenges faced by stroke survivors. Multimedia examples are provided to illustrate each feedback component. Supportive data are provided for three participants of varying impairment levels to demonstrate the system's ability to train both targeted and integrated aspects of movement. Conclusions The AMRR system supports training of multiple movement aspects together or in isolation, within adaptable sequences, through cohesive feedback that is based on formalized compositional design principles. From preliminary analysis of the data, we infer that the system's ability to train multiple foci together or in isolation in adaptable sequences, utilizing appropriately designed feedback, can lead to functional improvement. The evaluation and feedback frameworks established within the AMRR system will be applied to the development of a novel home-based system to provide an engaging yet low-cost extension of training for longer periods of time. PMID:21899779
NASA Technical Reports Server (NTRS)
Mitchell, Christine M.
1993-01-01
This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.
Using Three-Dimensional Interactive Graphics To Teach Equipment Procedures.
ERIC Educational Resources Information Center
Hamel, Cheryl J.; Ryan-Jones, David L.
1997-01-01
Focuses on how three-dimensional graphical and interactive features of computer-based instruction can enhance learning and support human cognition during technical training of equipment procedures. Presents guidelines for using three-dimensional interactive graphics to teach equipment procedures based on studies of the effects of graphics, motion,…
Novel Television-Based Cognitive Training Improves Working Memory and Executive Function
Shatil, Evelyn; Mikulecká, Jaroslava; Bellotti, Francesco; Bureš, Vladimír
2014-01-01
The main study objective was to investigate the effect of interactive television-based cognitive training on cognitive performance of 119 healthy older adults, aged 60–87 years. Participants were randomly allocated to a cognitive training group or to an active control group in a single-blind controlled two-group design. Before and after training interactive television cognitive performance was assessed on well validated tests of fluid, higher-order ability, and system usability was evaluated. The participants in the cognitive training group completed a television-based cognitive training programme, while the participants in the active control group completed a TV-based programme of personally benefiting activities. Significant improvements were observed in well validated working memory and executive function tasks in the cognitive training but not in the control group. None of the groups showed statistically significant improvement in life satisfaction score. Participants' reports of “adequate” to “high” system usability testify to the successful development and implementation of the interactive television-based system and compliant cognitive training contents. The study demonstrates that cognitive training delivered by means of an interactive television system can generate genuine cognitive benefits in users and these are measurable using well-validated cognitive tests. Thus, older adults who cannot use or afford a computer can easily use digital interactive television to benefit from advanced software applications designed to train cognition. PMID:24992187
Instructional Technologies in the Workforce: Case Studies from the Nuclear Industry.
ERIC Educational Resources Information Center
Widen, William C.; Roth, Gene L.
1992-01-01
Describes six types of instructional technology used in the nuclear industry: Study Pacs, computerized test banks, computer-based training, interactive videodisc, artificial intelligence, and full-scope simulation. Each description presents the need, training device, outcomes, and limitations or constraints on use. (SK)
ERIC Educational Resources Information Center
Aksakalli, Ayhan; Turgut, Umit; Salar, Riza
2016-01-01
This research aims to investigate the ways in which pre-service physics teachers interact with computers, which, as an indispensable means of today's technology, are of major value in education and training, and to identify any misconceptions said teachers may have about computer-aided instruction. As part of the study, computer-based physics…
The effects of syntactic complexity on the human-computer interaction
NASA Technical Reports Server (NTRS)
Chechile, R. A.; Fleischman, R. N.; Sadoski, D. M.
1986-01-01
Three divided-attention experiments were performed to evaluate the effectiveness of a syntactic analysis of the primary task of editing flight route-way-point information. For all editing conditions, a formal syntactic expression was developed for the operator's interaction with the computer. In terms of the syntactic expression, four measures of syntactic were examined. Increased syntactic complexity did increase the time to train operators, but once the operators were trained, syntactic complexity did not influence the divided-attention performance. However, the number of memory retrievals required of the operator significantly accounted for the variation in the accuracy, workload, and task completion time found on the different editing tasks under attention-sharing conditions.
Interactive training improves workplace climate, knowledge, and support towards domestic violence.
Glass, Nancy; Hanson, Ginger C; Laharnar, Naima; Anger, W Kent; Perrin, Nancy
2016-07-01
As Intimate Partner Violence (IPV) affects the workplace, a supportive workplace climate is important. The study evaluated the effectiveness of an "IPV and the Workplace" training on workplace climate towards IPV. IPV training was provided to 14 intervention counties and 13 control counties (receiving training 6 months delayed). Measures included workplace climate surveys, IPV knowledge test, and workplace observations. (i) Training significantly improved supervisor knowledge on IPV and received positive evaluations, (ii) training improved workplace climate towards IPV significantly which was maintained over time, and (iii) after the training, supervisors provided more IPV information to employees and more IPV postings were available in the workplace. The study provides evidence to support on-site interactive, computer based training as a means for improved workplace safety. IPV and the Workplace training effectively increased knowledge and positively changed workplace climate. Am. J. Ind. Med. 59:538-548, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.
Motivating At-Risk Students through Computer-based Cooperative Learning Activities.
ERIC Educational Resources Information Center
Gan, Siowck-Lee
1999-01-01
Malaysian at-risk students trained in information-technology skills were appointed to lead cooperative-learning groups engaged in computer-search activities. Activities were structured to incorporate individual accountability, positive interdependence and interaction, collaborative skills, and group processing. Motivation, self-confidence,…
NASA Astrophysics Data System (ADS)
Liu, Xiangquan
According to the treatment needs of patients with limb movement disorder, on the basis of the limb rehabilitative training prototype, function of measure and control system are analyzed, design of system hardware and software is completed. The touch screen which is adopt as host computer and man-machine interaction window is responsible for sending commands and training information display; The PLC which is adopt as slave computer is responsible for receiving control command from touch screen, collecting the sensor data, regulating torque and speed of motor by analog output according to the different training mode, realizing ultimately active and passive training for limb rehabilitation therapy.
Umanodan, Rino; Shimazu, Akihito; Minami, Masahide; Kawakami, Norito
2014-01-01
This study evaluated the effectiveness of a computer-based stress management training (SMT) program in improving employees' psychological well-being and work performance. A total of 12 work units (N=263) were randomly assigned to either an intervention group (8 work units, n=142) or to a wait-list control group (4 work units, n=121). All participants were requested to answer online questionnaires assessing psychological well-being as a primary outcome, and coping style, social support, and knowledge about stress management as secondary outcomes at baseline (T0), immediately after the intervention (T1), and 2 months after the intervention (T2). The group × time interaction was tested using a mixed-model repeated measures ANOVA. Results showed a group × time interaction for "knowledge about stress management" in the entire sample. Among participants who had more than 3 d of training, a significant group × time interaction was observed for "problem-solving" and "avoidance and suppression" as well as "knowledge about stress management." Our computer-based stress management program was effective for improving knowledge about stress management. It was also effective for improving coping skills in instances where participants had enough time (at least 3 d) to complete all sessions.
An interactive tool for visualization of spike train synchronization.
Terry, Kevin
2010-08-15
A number of studies have examined the synchronization of central and peripheral spike trains by applying signal analysis techniques in the time and frequency domains. These analyses can reveal the presence of one or more common neural inputs that produce synchronization. However, synchronization measurements can fluctuate significantly due to the inherent variability of neural discharges and a finite data record length. Moreover, the effect of these natural variations is further compounded by the number of parameters available for calculating coherence in the frequency domain and the number of indices used to quantify short-term synchronization (STS) in the time domain. The computational tool presented here provides the user with an interactive environment that dynamically calculates and displays spike train properties along with STS and coherence indices to show how these factors interact. It is intended for a broad range of users, from those who are new to synchronization to experienced researchers who want to develop more meaningful and effective computational and experimental studies. To ensure this freely available tool meets the needs of all users, there are two versions. The first is a stand-alone version for educational use that can run on any computer. The second version can be modified and expanded by researchers who want to explore more in-depth questions about synchronization. Therefore, the distribution and use of this tool should both improve the understanding of fundamental spike train synchronization dynamics and produce more efficient and meaningful synchronization studies. (c) 2010 Elsevier B.V. All rights reserved.
Videodisc/Microcomputer Technology in Wildland Fire Behavior Training
M. J. Jenkins; K.Y. Matsumoto-Grah
1987-01-01
Interactive video is a powerful medium, bringing together the emotional impact of video and film and the interactive capabilities of the computer. Interactive videodisc instruction can be used as a tutorial, for drill and practice and in simulations, as well as for information storage. Videodisc technology is being used in industrial, military and medical applications...
1987-10-01
19 treated in interaction with each other and the hardware and software design. The authors point out some of the inadequacies in HP technologies and...life cycle costs recognition performance on secondary tasks effort/efficiency number of wins ( gaming tasks) number of instructors needed amount of...student interacts with this material in real time via a terminal and display system. The computer performs many functions, such as diagnose student
ERIC Educational Resources Information Center
Association for Educational Data Systems, Washington, DC.
Two abstracts and seventeen articles on computer assisted instruction (CAI) presented at the 1976 Association for Educational Data Systems (AEDS) convention are included here. Four new computer programs are described: Author System for Education and Training (ASET); GNOSIS, a Swedish/English CAI package; Statistical Interactive Programming System…
Computer-generated forces in distributed interactive simulation
NASA Astrophysics Data System (ADS)
Petty, Mikel D.
1995-04-01
Distributed Interactive Simulation (DIS) is an architecture for building large-scale simulation models from a set of independent simulator nodes communicating via a common network protocol. DIS is most often used to create a simulated battlefield for military training. Computer Generated Forces (CGF) systems control large numbers of autonomous battlefield entities in a DIS simulation using computer equipment and software rather than humans in simulators. CGF entities serve as both enemy forces and supplemental friendly forces in a DIS exercise. Research into various aspects of CGF systems is ongoing. Several CGF systems have been implemented.
The Lincoln Training System: A Summary Report.
ERIC Educational Resources Information Center
Butman, Robert C.; Frick, Frederick C.
The current status of the Lincoln Training System (LTS) is reported. This document describes LTS as a computer supported microfiche system which: 1) provides random access to voice quality audio and to graphics; 2) supports student-controlled interactive processes; and 3) functions in a variety of environments. The report offers a detailed…
Interactive multimedia for prenatal ultrasound training.
Lee, W; Ault, H; Kirk, J S; Comstock, C H
1995-01-01
This demonstration project examines the utility of interactive multimedia for prenatal ultrasound training. A laser-disc library was linked to a three-dimensional (3-D) heart model and other computer-based training materials through interactive multimedia. A testing module presented ultrasound anomalies and related questions to house-staff physicians through the image library. Users were asked to evaluate these training materials on the basis of perceived instructional value, question content, subjects covered, graphics interface, and ease of use; users were also asked for their comments. House-staff physicians indicated that they consider interactive multimedia to be a helpful adjunct to their core fetal imaging rotation. During a 9-month period, 16 house-staff physicians correctly diagnosed 78 +/- 4% of unknown cases presented through the testing module. The 3-D heart model was also perceived to be a useful teaching aid for spatial orientation skills. Our findings suggest that interactive multimedia and volume visualization models can be used to supplement traditional prenatal ultrasound training. The system provides a broad exposure to ultrasound anomalies, increases opportunities for postnatal correlation, emphasizes motion video for ultrasound training, encourages development of independent diagnostic ability, and helps physicians understand anatomic orientation. We hypothesize that interactive multimedia-based tutorials provide a better overall training experience for house-staff physicians. However, these supplementary methods will require formal evaluation of effectiveness to better understand their potential educational impact.
The Automation-by-Expertise-by-Training Interaction.
Strauch, Barry
2017-03-01
I introduce the automation-by-expertise-by-training interaction in automated systems and discuss its influence on operator performance. Transportation accidents that, across a 30-year interval demonstrated identical automation-related operator errors, suggest a need to reexamine traditional views of automation. I review accident investigation reports, regulator studies, and literature on human computer interaction, expertise, and training and discuss how failing to attend to the interaction of automation, expertise level, and training has enabled operators to commit identical automation-related errors. Automated systems continue to provide capabilities exceeding operators' need for effective system operation and provide interfaces that can hinder, rather than enhance, operator automation-related situation awareness. Because of limitations in time and resources, training programs do not provide operators the expertise needed to effectively operate these automated systems, requiring them to obtain the expertise ad hoc during system operations. As a result, many do not acquire necessary automation-related system expertise. Integrating automation with expected operator expertise levels, and within training programs that provide operators the necessary automation expertise, can reduce opportunities for automation-related operator errors. Research to address the automation-by-expertise-by-training interaction is needed. However, such research must meet challenges inherent to examining realistic sociotechnical system automation features with representative samples of operators, perhaps by using observational and ethnographic research. Research in this domain should improve the integration of design and training and, it is hoped, enhance operator performance.
Stehle, A; Gross, M
1998-12-01
With the increasing capacity of personal computers more and more multimedia training programs are becoming available which make use of these possibilities. Computer-based presentation is usually interesting because it is visually attractive. However, the extent to which computer-based training programs correspond to international standards of quality of software ergonomics has never been the subject of systematic research. Another question is how much these programs motivate learning and what increase in knowledge can be achieved by using them. Using a multimedia interactive training program developed in our facility, 100 medical students were asked to evaluate the program after they had been using it for about one hour. In a questionnaire they first rated suitability for the task, self-descriptiveness, controllability, conformity with user expectation, error tolerance, suitability for individualization, and suitability for learning on a bipolar scale from "---" to "+3" (in numbers 1, worst result, to 7, best result). The median values achieved were rated between 6.0 and 6.2--software ergonomic criteria of the program ranged from good to very good. The second part was a subjective evaluation of the program's ability to deliver "medical knowledge which is relevant for the exam" (median = 6.0), "knowledge about systematic procedure in medicine" (median = 5.5), "knowledge about sensible use of diagnostic methods" (median = 6.0), "knowledge about clinical methods", and "experience with selective learning" (median = 6.0). This part was also rated good to very good. The third part of the questionnaire involved a pretest-posttest comparison. Two groups of students were asked how much benefit they had achieved by using the program. It was shown that the students were able to answer the exam questions significantly better than the control questions after they had used the program. This study confirms that the interactive computer-based training program is very well suited for providing knowledge in on appealing manner in an instructional setting.
Training Software in Artificial-Intelligence Computing Techniques
NASA Technical Reports Server (NTRS)
Howard, Ayanna; Rogstad, Eric; Chalfant, Eugene
2005-01-01
The Artificial Intelligence (AI) Toolkit is a computer program for training scientists, engineers, and university students in three soft-computing techniques (fuzzy logic, neural networks, and genetic algorithms) used in artificial-intelligence applications. The program promotes an easily understandable tutorial interface, including an interactive graphical component through which the user can gain hands-on experience in soft-computing techniques applied to realistic example problems. The tutorial provides step-by-step instructions on the workings of soft-computing technology, whereas the hands-on examples allow interaction and reinforcement of the techniques explained throughout the tutorial. In the fuzzy-logic example, a user can interact with a robot and an obstacle course to verify how fuzzy logic is used to command a rover traverse from an arbitrary start to the goal location. For the genetic algorithm example, the problem is to determine the minimum-length path for visiting a user-chosen set of planets in the solar system. For the neural-network example, the problem is to decide, on the basis of input data on physical characteristics, whether a person is a man, woman, or child. The AI Toolkit is compatible with the Windows 95,98, ME, NT 4.0, 2000, and XP operating systems. A computer having a processor speed of at least 300 MHz, and random-access memory of at least 56MB is recommended for optimal performance. The program can be run on a slower computer having less memory, but some functions may not be executed properly.
van der Ploeg, Eva S; Hoorweg, Angela; van der Lee, Jacqueline
2016-04-01
Cognitive impairment associated with dementia is characterized by a continuous decline. Cognitive training is a method to train specific brain functions such as memory and attention to prevent or slow down cognitive decline. A small number of studies has shown that cognitive training on a computer has a positive effect on both cognition and mood in people with cognitive impairment. This pilot study tested if serious games could be integrated in a psychogeriatric rehabilitation center. Fourteen psychogeriatric patients participated twice weekly in cognitive training sessions on a computer. Both the participants and the facilitator reported positive interactions and outcomes. However, after five weeks only half of the sample still participated in the training. This was partly because of patient turn-over as well as incorporating this new task in the facilitators' daily work. Fear of failure, physical limitations and rapidly decreasing cognitive function led to drop out according to the facilitator. The engagement of patients in the games and the role of the facilitator seemed essential for success, especially monitoring (and adjusting) the difficulty level of the program for every individual participant.
A retrospective outcomes study examining the effect of interactive metronome on hand function.
Shank, Tracy M; Harron, Wendy
2015-01-01
Interactive Metronome (IM, The Interactive Metronome Company, Sunrise, Florida, USA) is a computer-based modality marketed to rehabilitation professionals who want to improve outcomes in areas of coordination, motor skills, self-regulation behaviors, and cognitive skills. This retrospective study examined the efficacy of IM training on improving timing skills, hand function, and parental report of self-regulatory behaviors. Forty eight children with mixed motor and cognitive diagnoses completed an average of 14 one-hour training sessions over an average of 8.5 weeks in an outpatient setting. Each child was assessed before and after training with the Interactive Metronome Long Form Assessment, the Jebsen Taylor Test of Hand Function, and a parent questionnaire. All three measures improved with statistical significance despite participants having no direct skill training. These results suggest an intimate relationship between cognition and motor skills that has potential therapeutic value. Level 4, Retrospective Case Series. Copyright © 2015 Hanley & Belfus. Published by Elsevier Inc. All rights reserved.
Occupational stress in human computer interaction.
Smith, M J; Conway, F T; Karsh, B T
1999-04-01
There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.
Interactive Video-Based Industrial Training in Basic Electronics.
ERIC Educational Resources Information Center
Mirkin, Barry
The Wisconsin Foundation for Vocational, Technical, and Adult Education is currently involved in the development, implementation, and distribution of a sophisticated interactive computer and video learning system. Designed to offer trainees an open entry and open exit opportunity to pace themselves through a comprehensive competency-based,…
ERIC Educational Resources Information Center
Camstra, Bert
2008-01-01
In this paper, intelligent approaches to CBT are put into several perspectives in an attempt to elucidate the concepts and give them a more realistic (and not only glamorous) footing. The role of expert systems in training is explored and possible routes towards intelligent CBT are outlined. [This paper was first published in "Interactive Learning…
Actions for productivity improvement in crew training
NASA Technical Reports Server (NTRS)
Miller, G. E.
1985-01-01
Improvement of the productivity of astronaut crew instructors in the Space Shuttle program and beyond is proposed. It is suggested that instructor certification plans should be established to shorten the time required for trainers to develop their skills and improve their ability to convey those skills. Members of the training cadre should be thoroughly cross trained in their task. This provides better understanding of the overall task and greater flexibility in instructor utilization. Improved facility access will give instructors the benefit of practical application experience. Former crews should be integrated into the training of upcoming crews to bridge some of the gap between simulated conditions and the real world. The information contained in lengthy and complex training manuals can be presented more clearly and efficiently as computer lessons. The illustration, animation and interactive capabilities of the computer combine an effective means of explanation.
Effect of interactive metronome training on children with ADHD.
Shaffer, R J; Jacokes, L E; Cassily, J F; Greenspan, S I; Tuchman, R F; Stemmer, P J
2001-01-01
The purpose of this study was to determine the effects of a specific intervention, the Interactive Metronome, on selected aspects of motor and cognitive skills in a group of children with attention deficit hyperactivity disorder (ADHD). The study included 56 boys who were 6years to 12 years of age and diagnosed before they entered the study as having ADHD. The participants were pretested and randomly assigned to one of three matched groups. A group of 19 participants receiving 15 hr of Interactive Metronome training exercises were compared with a group receiving no intervention and a group receiving training on selected computer video games. A significant pattern of improvement across 53 of 58 variables favoring the Interactive Metronome treatment was found. Additionally, several significant differences were found among the treatment groups and between pretreatment and posttreatment factors on performance in areas of attention, motor control, language processing, reading, and parental reports of improvements in regulation of aggressive behavior. The Interactive Metronome training appears to facilitate a number of capacities, including attention, motor control, and selected academic skills, in boys with ADHD.
Enhancing Care of Aged and Dying Prisoners: Is e-Learning a Feasible Approach?
Loeb, Susan J; Penrod, Janice; Myers, Valerie H; Baney, Brenda L; Strickfaden, Sophia M; Kitt-Lewis, Erin; Wion, Rachel K
Prisons and jails are facing sharply increased demands in caring for aged and dying inmates. Our Toolkit for Enhancing End-of-life Care in Prisons effectively addressed end-of-life (EOL) care; however, geriatric content was limited, and the product was not formatted for broad dissemination. Prior research adapted best practices in EOL care and aging; but, delivery methods lacked emerging technology-focused learning and interactivity. Our purposes were to uncover current training approaches and preferences and to ascertain the technological capacity of correctional settings to deliver computer-based and other e-learning training. An environmental scan was conducted with 11 participants from U.S. prisons and jails to ensure proper fit, in terms of content and technology capacity, between an envisioned computer-based training product and correctional settings. Environmental scan findings focused on content of training, desirable qualities of training, prominence of "homegrown" products, and feasibility of commercial e-learning. This study identified qualities of training programs to adopt and pitfalls to avoid and revealed technology-related issues to be mindful of when designing computer-based training for correctional settings, and participants spontaneously expressed an interest in geriatrics and EOL training using this learning modality as long as training allowed for tailoring of materials.
Hoare, Derek J; Van Labeke, Nicolas; McCormack, Abby; Sereda, Magdalena; Smith, Sandra; Al Taher, Hala; Kowalkowski, Victoria L; Sharples, Mike; Hall, Deborah A
2014-01-01
Previous studies of frequency discrimination training (FDT) for tinnitus used repetitive task-based training programmes relying on extrinsic factors to motivate participation. Studies reported limited improvement in tinnitus symptoms. To evaluate FDT exploiting intrinsic motivations by integrating training with computer-gameplay. Sixty participants were randomly assigned to train on either a conventional task-based training, or one of two interactive game-based training platforms over six weeks. Outcomes included assessment of motivation, tinnitus handicap, and performance on tests of attention. Participants reported greater intrinsic motivation to train on the interactive game-based platforms, yet compliance of all three groups was similar (∼ 70%) and changes in self-reported tinnitus severity were not significant. There was no difference between groups in terms of change in tinnitus severity or performance on measures of attention. FDT can be integrated within an intrinsically motivating game. Whilst this may improve participant experience, in this instance it did not translate to additional compliance or therapeutic benefit. ClinicalTrials.gov NCT02095262.
Human factors in the Naval Air Systems Command: Computer based training
DOE Office of Scientific and Technical Information (OSTI.GOV)
Seamster, T.L.; Snyder, C.E.; Terranova, M.
1988-01-01
Military standards applied to the private sector contracts have a substantial effect on the quality of Computer Based Training (CBT) systems procured for the Naval Air Systems Command. This study evaluated standards regulating the following areas in CBT development and procurement: interactive training systems, cognitive task analysis, and CBT hardware. The objective was to develop some high-level recommendations for evolving standards that will govern the next generation of CBT systems. One of the key recommendations is that there be an integration of the instructional systems development, the human factors engineering, and the software development standards. Recommendations were also made formore » task analysis and CBT hardware standards. (9 refs., 3 figs.)« less
ERIC Educational Resources Information Center
Shanthy, T. Rajula; Thiagarajan, R.
2011-01-01
In this article, the practicability of introduction of computer multimedia as an educational tool was compared with the traditional approach for training sugarcane growers in ratoon management practices in three villages of Tamil Nadu state, India using pre-test, post-test control group experimental design. A CD-ROM was developed as a multimedia…
1981-08-01
cinematic simulation, and interactive computer- 97 control display devices have been reviewed by Roscoe. [35] Developments on some of these training...R. S., Study and Analysis of Requirements for Head-Up Display (HUD), NASA CR-6612, March 1970. 6. Burnette, K. T., "The Status of Human Perceptual
Computer-Based Instruction in Statistical Inference; Final Report. Technical Memorandum (TM Series).
ERIC Educational Resources Information Center
Rosenbaum, J.; And Others
A two-year investigation into the development of computer-assisted instruction (CAI) for the improvement of undergraduate training in statistics was undertaken. The first year was largely devoted to designing PLANIT (Programming LANguage for Interactive Teaching) which reduces, or completely eliminates, the need an author of CAI lessons would…
Use of an Interactive General-Purpose Computer Terminal to Simulate Training Equipment Operation.
ERIC Educational Resources Information Center
Lahey, George F.; And Others
Trainees from Navy Basic Electricity/Electronics School were assigned to receive either computer-assisted instruction (CAI) or conventional individualized instruction in a segment of a course requiring use of a multimeter to measure resistance and current flow. The (CAI) group used PLATO IV plasma-screen terminals; individualized instruction…
ERIC Educational Resources Information Center
Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.
2016-01-01
Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part…
Computers in mathematics: teacher-inservice training at a distance
NASA Astrophysics Data System (ADS)
Friedman, Edward A.; Jurkat, M. P.
1993-01-01
While research and experience show many advantages for incorporation of computer technology into secondary school mathematics instruction, less than 5 percent of the nation's teachers are actively using computers in their classrooms. This is the case even though mathematics teachers in grades 7 - 12 are often familiar with computer technology and have computers available to them in their schools. The implementation bottleneck is in-service teacher training and there are few models of effective implementation available for teachers to emulate. Stevens Institute of Technology has been active since 1988 in research and development efforts to incorporate computers into classroom use. We have found that teachers need to see examples of classroom experience with hardware and software and they need to have assistance as they experiment with applications of software and the development of lesson plans. High-band width technology can greatly facilitate teacher training in this area through transmission of video documentaries, software discussions, teleconferencing, peer interactions, classroom observations, etc. We discuss the experience that Stevens has had with face-to-face teacher training as well as with satellite-based teleconferencing using one-way video and two- way audio. Included are reviews of analyses of this project by researchers from Educational Testing Service, Princeton University, and Bank Street School of Education.
Kurzynski, Marek; Jaskolska, Anna; Marusiak, Jaroslaw; Wolczowski, Andrzej; Bierut, Przemyslaw; Szumowski, Lukasz; Witkowski, Jerzy; Kisiel-Sajewicz, Katarzyna
2017-08-01
One of the biggest problems of upper limb transplantation is lack of certainty as to whether a patient will be able to control voluntary movements of transplanted hands. Based on findings of the recent research on brain cortex plasticity, a premise can be drawn that mental training supported with visual and sensory feedback can cause structural and functional reorganization of the sensorimotor cortex, which leads to recovery of function associated with the control of movements performed by the upper limbs. In this study, authors - based on the above observations - propose the computer-aided training (CAT) system, which generating visual and sensory stimuli, should enhance the effectiveness of mental training applied to humans before upper limb transplantation. The basis for the concept of computer-aided training system is a virtual hand whose reaching and grasping movements the trained patient can observe on the VR headset screen (visual feedback) and whose contact with virtual objects the patient can feel as a touch (sensory feedback). The computer training system is composed of three main components: (1) the system generating 3D virtual world in which the patient sees the virtual limb from the perspective as if it were his/her own hand; (2) sensory feedback transforming information about the interaction of the virtual hand with the grasped object into mechanical vibration; (3) the therapist's panel for controlling the training course. Results of the case study demonstrate that mental training supported with visual and sensory stimuli generated by the computer system leads to a beneficial change of the brain activity related to motor control of the reaching in the patient with bilateral upper limb congenital transverse deficiency. Copyright © 2017 Elsevier Ltd. All rights reserved.
Tanaka, Hiroki; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2017-01-01
Social skills training, performed by human trainers, is a well-established method for obtaining appropriate skills in social interaction. Previous work automated the process of social skills training by developing a dialogue system that teaches social communication skills through interaction with a computer avatar. Even though previous work that simulated social skills training only considered acoustic and linguistic information, human social skills trainers take into account visual and other non-verbal features. In this paper, we create and evaluate a social skills training system that closes this gap by considering the audiovisual features of the smiling ratio and the head pose (yaw and pitch). In addition, the previous system was only tested with graduate students; in this paper, we applied our system to children or young adults with autism spectrum disorders. For our experimental evaluation, we recruited 18 members from the general population and 10 people with autism spectrum disorders and gave them our proposed multimodal system to use. An experienced human social skills trainer rated the social skills of the users. We evaluated the system's effectiveness by comparing pre- and post-training scores and identified significant improvement in their social skills using our proposed multimodal system. Computer-based social skills training is useful for people who experience social difficulties. Such a system can be used by teachers, therapists, and social skills trainers for rehabilitation and the supplemental use of human-based training anywhere and anytime.
Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2017-01-01
Social skills training, performed by human trainers, is a well-established method for obtaining appropriate skills in social interaction. Previous work automated the process of social skills training by developing a dialogue system that teaches social communication skills through interaction with a computer avatar. Even though previous work that simulated social skills training only considered acoustic and linguistic information, human social skills trainers take into account visual and other non-verbal features. In this paper, we create and evaluate a social skills training system that closes this gap by considering the audiovisual features of the smiling ratio and the head pose (yaw and pitch). In addition, the previous system was only tested with graduate students; in this paper, we applied our system to children or young adults with autism spectrum disorders. For our experimental evaluation, we recruited 18 members from the general population and 10 people with autism spectrum disorders and gave them our proposed multimodal system to use. An experienced human social skills trainer rated the social skills of the users. We evaluated the system’s effectiveness by comparing pre- and post-training scores and identified significant improvement in their social skills using our proposed multimodal system. Computer-based social skills training is useful for people who experience social difficulties. Such a system can be used by teachers, therapists, and social skills trainers for rehabilitation and the supplemental use of human-based training anywhere and anytime. PMID:28796781
Multimedia courseware in an open-systems environment: a DoD strategy
NASA Astrophysics Data System (ADS)
Welsch, Lawrence A.
1991-03-01
The federal government is about to invest billions of dollars to develop multimedia training materials for delivery on computer-based interactive training systems. Acquisition of a variety of computers and peripheral devices hosting various operating systems and suites of authoring system software will be necessary to facilitate the development of this courseware. There is no single source that will satisfy all needs. Although high-performance, low-cost interactive training hardware is available, the products have proprietary software interfaces. Because the interfaces are proprietary, expensive reprogramming is usually required to adapt such software products to other platforms. This costly reprogramming could be eliminated by adopting standard software interfaces. DoD's Portable Courseware Project (PORTCO) is typical of projects worldwide that require standard software interfaces. This paper articulates the strategy whereby PORTCO leverages the open systems movement and the new realities of information technology. These realities encompass changes in the pace at which new technology becomes available, changes in organizational goals and philosophy, new roles of vendors and users, changes in the procurement process, and acceleration toward open system environments. The PORTCO strategy is applicable to all projects and systems that require open systems to achieve mission objectives. The federal goal is to facilitate the creation of an environment in which high quality portable courseware is available as commercial off-the-shelf products and is competitively supplied by a variety of vendors. In order to achieve this goal a system architecture incorporating standards to meet the users' needs must be established. The Request for Architecture (RFA) developed cooperatively by DoD and the National Institute of Standards and Technology (NIST) will generate the PORTCO systems architecture. This architecture must freely integrate the courseware and authoring software from the lower levels of machine architecture and systems service implementation. In addition, the systems architecture will establish how the application-specific technologies relate to other technologies. Further, a computer-based interactive training applications profile must be developed. This profile, along with the systems architecture derived as a result of the RFA, provides the basis for identifying the needed standards. NIST will then accelerate the development of these standards using, but not restricted to, existing standards activities within established standards forums. The federal multimedia courseware effort has adopted the Interactive Multimedia Association (INA) Recommended Practices for Interactive Video Portability as the baseline for the migration of computer-based interactive training systems to an open systems environment based upon international standards. The PORTCO strategy includes an evolutionary migration to a standards-based, Open System Environments (OSE). An important aspect of this migration strategy is to move to open systems via stepwise evolution rather than via quantum leaps. Another area of concern is that of infrastructure issues, such as maintaining and supporting the technologies required for computer-based interactive training. The federal multimedia initiative will use the RFA-based architecture to differentiate between those technologies that can be maintained and supported by existing infrastructure mechanisms and those that require new mechanisms. Existing infrastructure mechanisms will be used and where infrastructure mechanisms do not exist, the approach will be to place high priority on establishing the appropriate mechanisms. Establishing an infrastructure mechanism is a nontrivial task requiring sustained investment of resources.
77 FR 22835 - Notice of Passenger Facility Charge (PFC) Approvals and Disapprovals
Federal Register 2010, 2011, 2012, 2013, 2014
2012-04-17
... Description of Projects Approved for Collection and Use: Install primary crash network. Security enhancements--access control 1. Acquire computer based interactive training system. Security enhancements--access...
NASA Astrophysics Data System (ADS)
Liu, Pengfei; Zhai, Wanming; Wang, Kaiyun
2016-11-01
For the long heavy-haul train, the basic principles of the inter-vehicle interaction and train-track dynamic interaction are analysed firstly. Based on the theories of train longitudinal dynamics and vehicle-track coupled dynamics, a three-dimensional (3-D) dynamic model of the heavy-haul train-track coupled system is established through a modularised method. Specifically, this model includes the subsystems such as the train control, the vehicle, the wheel-rail relation and the line geometries. And for the calculation of the wheel-rail interaction force under the driving or braking conditions, the large creep phenomenon that may occur within the wheel-rail contact patch is considered. For the coupler and draft gear system, the coupler forces in three directions and the coupler lateral tilt angles in curves are calculated. Then, according to the characteristics of the long heavy-haul train, an efficient solving method is developed to improve the computational efficiency for such a large system. Some basic principles which should be followed in order to meet the requirement of calculation accuracy are determined. Finally, the 3-D train-track coupled model is verified by comparing the calculated results with the running test results. It is indicated that the proposed dynamic model could simulate the dynamic performance of the heavy-haul train well.
Virtual rounds: simulation-based education in procedural medicine
NASA Astrophysics Data System (ADS)
Shaffer, David W.; Meglan, Dwight A.; Ferrell, Margaret; Dawson, Steven L.
1999-07-01
Computer-based simulation is a goal for training physicians in specialties where traditional training puts patients at risk. Intuitively, interactive simulation of anatomy, pathology, and therapeutic actions should lead to shortening of the learning curve for novice or inexperienced physicians. Effective transfer of knowledge acquired in simulators must be shown for such devices to be widely accepted in the medical community. We have developed an Interventional Cardiology Training Simulator which incorporates real-time graphic interactivity coupled with haptic response, and an embedded curriculum permitting rehearsal, hypertext links, personal archiving and instructor review and testing capabilities. This linking of purely technical simulation with educational content creates a more robust educational purpose for procedural simulators.
Design of a Multi-Touch Tabletop for Simulation-Based Training
2014-06-01
receive, for example using point and click mouse-based computer interactions to specify the routes that vehicles take as part of a convoy...learning, coordination and support for planning. We first provide background in tabletop interaction in general and survey earlier efforts to use...tremendous progress over the past five years. Touch detection technologies now enable multiple users to interact simultaneously on large areas with
A Functional Analytic Approach To Computer-Interactive Mathematics
2005-01-01
Following a pretest, 11 participants who were naive with regard to various algebraic and trigonometric transformations received an introductory lecture regarding the fundamentals of the rectangular coordinate system. Following the lecture, they took part in a computer-interactive matching-to-sample procedure in which they received training on particular formula-to-formula and formula-to-graph relations as these formulas pertain to reflections and vertical and horizontal shifts. In training A-B, standard formulas served as samples and factored formulas served as comparisons. In training B-C, factored formulas served as samples and graphs served as comparisons. Subsequently, the program assessed for mutually entailed B-A and C-B relations as well as combinatorially entailed C-A and A-C relations. After all participants demonstrated mutual entailment and combinatorial entailment, we employed a test of novel relations to assess 40 different and complex variations of the original training formulas and their respective graphs. Six of 10 participants who completed training demonstrated perfect or near-perfect performance in identifying novel formula-to-graph relations. Three of the 4 participants who made more than three incorrect responses during the assessment of novel relations showed some commonality among their error patterns. Derived transfer of stimulus control using mathematical relations is discussed. PMID:15898471
A functional analytic approach to computer-interactive mathematics.
Ninness, Chris; Rumph, Robin; McCuller, Glen; Harrison, Carol; Ford, Angela M; Ninness, Sharon K
2005-01-01
Following a pretest, 11 participants who were naive with regard to various algebraic and trigonometric transformations received an introductory lecture regarding the fundamentals of the rectangular coordinate system. Following the lecture, they took part in a computer-interactive matching-to-sample procedure in which they received training on particular formula-to-formula and formula-to-graph relations as these formulas pertain to reflections and vertical and horizontal shifts. In training A-B, standard formulas served as samples and factored formulas served as comparisons. In training B-C, factored formulas served as samples and graphs served as comparisons. Subsequently, the program assessed for mutually entailed B-A and C-B relations as well as combinatorially entailed C-A and A-C relations. After all participants demonstrated mutual entailment and combinatorial entailment, we employed a test of novel relations to assess 40 different and complex variations of the original training formulas and their respective graphs. Six of 10 participants who completed training demonstrated perfect or near-perfect performance in identifying novel formula-to-graph relations. Three of the 4 participants who made more than three incorrect responses during the assessment of novel relations showed some commonality among their error patterns. Derived transfer of stimulus control using mathematical relations is discussed.
2007-10-01
Disorder ( ADHD ). When distinctions are made, they are clearly identified by type: inattentive or hyperactive-impulsive. A third grouping of symptoms...and emergency medical training, followed by nine weeks of classroom lecture, interactive computer training, and life-sized patient simulation, to...his seat in the classroom or in other situations in which remaining seated is expected. Often runs about or climbs in situations when it is
Adding an Intelligent Tutoring System to an Existing Training Simulation
2006-01-01
to apply information in a job should be the goal of training. Also, conventional IMI is not able to meaningfully incorporate use of free - play simulators...incorporating desktop free - play simulators into computer-based training since the software can stand in for a human tutor in all the roles. Existing IMI...2. ITS can integrate free - play simulators and IMI BC2010 ITS DESCRIPTION Overview Figure 3 illustrates the interaction between BC2010, ITS
Computer use changes generalization of movement learning.
Wei, Kunlin; Yan, Xiang; Kong, Gaiqing; Yin, Cong; Zhang, Fan; Wang, Qining; Kording, Konrad Paul
2014-01-06
Over the past few decades, one of the most salient lifestyle changes for us has been the use of computers. For many of us, manual interaction with a computer occupies a large portion of our working time. Through neural plasticity, this extensive movement training should change our representation of movements (e.g., [1-3]), just like search engines affect memory [4]. However, how computer use affects motor learning is largely understudied. Additionally, as virtually all participants in studies of perception and actions are computer users, a legitimate question is whether insights from these studies bear the signature of computer-use experience. We compared non-computer users with age- and education-matched computer users in standard motor learning experiments. We found that people learned equally fast but that non-computer users generalized significantly less across space, a difference negated by two weeks of intensive computer training. Our findings suggest that computer-use experience shaped our basic sensorimotor behaviors, and this influence should be considered whenever computer users are recruited as study participants. Copyright © 2014 Elsevier Ltd. All rights reserved.
Mechatronics Interface for Computer Assisted Prostate Surgery Training
NASA Astrophysics Data System (ADS)
Altamirano del Monte, Felipe; Padilla Castañeda, Miguel A.; Arámbula Cosío, Fernando
2006-09-01
In this work is presented the development of a mechatronics device to simulate the interaction of the surgeon with the surgical instrument (resectoscope) used during a Transurethral Resection of the Prostate (TURP). Our mechatronics interface is part of a computer assisted system for training in TURP, which is based on a 3D graphics model of the prostate which can be deformed and resected interactively by the user. The mechatronics interface, is the device that the urology residents will manipulate to simulate the movements performed during surgery. Our current prototype has five degrees of freedom, which are enough to have a realistic simulation of the surgery movements. Two of these degrees of freedom are linear, to determinate the linear displacement of the resecting loop and the other three are rotational to determinate three directions and amounts of rotation.
A systems approach to computer-based training
NASA Technical Reports Server (NTRS)
Drape, Gaylen W.
1994-01-01
This paper describes the hardware and software systems approach used in the Automated Recertification Training System (ARTS), a Phase 2 Small Business Innovation Research (SBIR) project for NASA Kennedy Space Center (KSC). The goal of this project is to optimize recertification training of technicians who process the Space Shuttle before launch by providing computer-based training courseware. The objectives of ARTS are to implement more effective CBT applications identified through a need assessment process and to provide an ehanced courseware production system. The system's capabilities are demonstrated by using five different pilot applications to convert existing classroom courses into interactive courseware. When the system is fully implemented at NASA/KSC, trainee job performance will improve and the cost of courseware development will be lower. Commercialization of the technology developed as part of this SBIR project is planned for Phase 3. Anticipated spin-off products include custom courseware for technical skills training and courseware production software for use by corporate training organizations of aerospace and other industrial companies.
Khan, Taimur; Cinnor, Birtukan; Gupta, Neil; Hosford, Lindsay; Bansal, Ajay; Olyaee, Mojtaba S; Wani, Sachin; Rastogi, Amit
2017-12-01
Background and study aim Experts can accurately predict diminutive polyp histology, but the ideal method to train nonexperts is not known. The aim of the study was to compare accuracy in diminutive polyp histology characterization using narrow-band imaging (NBI) between participants undergoing classroom didactic training vs. computer-based self-learning. Participants and methods Trainees at two institutions were randomized to classroom didactic training or computer-based self-learning. In didactic training, experienced endoscopists reviewed a presentation on NBI patterns for adenomatous and hyperplastic polyps and 40 NBI videos, along with interactive discussion. The self-learning group reviewed the same presentation of 40 teaching videos independently, without interactive discussion. A total of 40 testing videos of diminutive polyps under NBI were then evaluated by both groups. Performance characteristics were calculated by comparing predicted and actual histology. Fisher's exact test was used and P < 0.05 was considered significant. Results A total of 17 trainees participated (8 didactic training and 9 self-learning). A larger proportion of polyps were diagnosed with high confidence in the classroom group (66.5 % vs. 50.8 %; P < 0.01), although sensitivity (86.9 % vs. 95.0 %) and accuracy (85.7 % vs. 93.9 %) of high-confidence predictions were higher in the self-learning group. However, there was no difference in overall accuracy of histology characterization (83.4 % vs. 87.2 %; P = 0.19). Similar results were noted when comparing sensitivity and specificity between the groups. Conclusion The self-learning group showed results on a par with or, for high-confidence predictions, even slightly superior to classroom didactic training for predicting diminutive polyp histology. This approach can help in widespread training and clinical implementation of real-time polyp histology characterization. © Georg Thieme Verlag KG Stuttgart · New York.
Human-Computer Interaction, Tourism and Cultural Heritage
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.
We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.
Intravenous catheter training system: computer-based education versus traditional learning methods.
Engum, Scott A; Jeffries, Pamela; Fisher, Lisa
2003-07-01
Virtual reality simulators allow trainees to practice techniques without consequences, reduce potential risk associated with training, minimize animal use, and help to develop standards and optimize procedures. Current intravenous (IV) catheter placement training methods utilize plastic arms, however, the lack of variability can diminish the educational stimulus for the student. This study compares the effectiveness of an interactive, multimedia, virtual reality computer IV catheter simulator with a traditional laboratory experience of teaching IV venipuncture skills to both nursing and medical students. A randomized, pretest-posttest experimental design was employed. A total of 163 participants, 70 baccalaureate nursing students and 93 third-year medical students beginning their fundamental skills training were recruited. The students ranged in age from 20 to 55 years (mean 25). Fifty-eight percent were female and 68% percent perceived themselves as having average computer skills (25% declaring excellence). The methods of IV catheter education compared included a traditional method of instruction involving a scripted self-study module which involved a 10-minute videotape, instructor demonstration, and hands-on-experience using plastic mannequin arms. The second method involved an interactive multimedia, commercially made computer catheter simulator program utilizing virtual reality (CathSim). The pretest scores were similar between the computer and the traditional laboratory group. There was a significant improvement in cognitive gains, student satisfaction, and documentation of the procedure with the traditional laboratory group compared with the computer catheter simulator group. Both groups were similar in their ability to demonstrate the skill correctly. CONCLUSIONS; This evaluation and assessment was an initial effort to assess new teaching methodologies related to intravenous catheter placement and their effects on student learning outcomes and behaviors. Technology alone is not a solution for stand alone IV catheter placement education. A traditional learning method was preferred by students. The combination of these two methods of education may further enhance the trainee's satisfaction and skill acquisition level.
Facial expression system on video using widrow hoff
NASA Astrophysics Data System (ADS)
Jannah, M.; Zarlis, M.; Mawengkang, H.
2018-03-01
Facial expressions recognition is one of interesting research. This research contains human feeling to computer application Such as the interaction between human and computer, data compression, facial animation and facial detection from the video. The purpose of this research is to create facial expression system that captures image from the video camera. The system in this research uses Widrow-Hoff learning method in training and testing image with Adaptive Linear Neuron (ADALINE) approach. The system performance is evaluated by two parameters, detection rate and false positive rate. The system accuracy depends on good technique and face position that trained and tested.
Interpersonal Biocybernetics: Connecting Through Social Psychophysiology
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Stephens, Chad L.
2012-01-01
One embodiment of biocybernetic adaptation is a human-computer interaction system designed such that physiological signals modulate the effect that control of a task by other means, usually manual control, has on performance of the task. Such a modulation system enables a variety of human-human interactions based upon physiological self-regulation performance. These interpersonal interactions may be mixes of competition and cooperation for simulation training and/or videogame entertainment
ERIC Educational Resources Information Center
Smith, Glenn Gordon; Gerretson, Helen; Olkun, Sinan; Yuan, Yuan; Dogbey, James; Erdem, Aliye
2009-01-01
This study investigated how female elementary education pre-service teachers in the United States, Turkey and Taiwan learned spatial skills from structured activities involving discrete, as opposed to continuous, transformations in interactive computer programs, and how these activities transferred to non-related standardized tests of spatial…
Design Considerations for the Development of Interactive Video (IV) in Nurse Education.
ERIC Educational Resources Information Center
Chandra, Peter; And Others
A computer assisted learning (CAL) program in the area of intravenous drug administration developed by the Nightingale Project is currently being used in a number of nursing schools and hospitals throughout the United Kingdom. The success of this program and the emergence of interactive video as a significant training medium persuaded the…
Interactions between Magnetically Levitated Vehicles and Elevated Guideway Structures
DOT National Transportation Integrated Search
1992-07-01
The dynamic performance characteristic of magnetically levitated vehicles and vehicle trains relating to ride quality and magnetic gap variations have been determined using computer simulation models for one-dimensional, two-dimensional and finite le...
Nienow, Tasha; MacDonald, Angus
2017-01-01
Abstract Background: Cognitive deficits contribute to the functional disability associated with schizophrenia. Cognitive training has shown promise as a method of intervention; however, there is considerable variability in the implementation of this approach. The aim of this study was to test the efficacy of a high dose of cognitive training that targeted working memory-related functions. Methods: A randomized, double blind, active placebo-controlled, clinical trial was conducted with 80 outpatients with schizophrenia (mean age 46.44 years, 25% female). Patients were randomized to either working memory-based cognitive training or a computer skills training course that taught computer applications. In both conditions, participants received an average of 3 hours of training weekly for 16 weeks. Cognitive and functional outcomes were assessed with the MATRICS Consensus Cognitive Battery, N-Back performance, 2 measures of functional capacity (UPSA and SSPA) and a measure of community functioning, the Social Functioning Scale. Results: An intent-to-treat analysis found that patients who received cognitive training demonstrated significantly greater change on a trained task (Word N-Back), F(78) = 21.69, P < .0001, and a novel version of a trained task (Picture N-Back) as compared to those in the comparison condition, F(78) = 13.59, P = .002. However, only very modest support was found for generalization of training gains. A trend for an interaction was found on the MCCB Attention Domain score, F(78) = 2.56, P = .12. Participants who received cognitive training demonstrated significantly improved performance, t(39) = 3.79, P = .001, while those in computer skills did not, t(39) = 1.07, P = .37. Conclusion: A well-powered, high-dose, working memory focused, computer-based, cognitive training protocol produced only a small effect in patients with schizophrenia. Results indicate the importance of measuring generalization from training tasks in cognitive remediation studies. Computer-based training was not an effective method of producing change in cognition in patients with schizophrenia.
Hoare, Derek J.; Van Labeke, Nicolas; McCormack, Abby; Sereda, Magdalena; Smith, Sandra; Taher, Hala Al; Kowalkowski, Victoria L.; Sharples, Mike; Hall, Deborah A.
2014-01-01
Background Previous studies of frequency discrimination training (FDT) for tinnitus used repetitive task-based training programmes relying on extrinsic factors to motivate participation. Studies reported limited improvement in tinnitus symptoms. Purpose To evaluate FDT exploiting intrinsic motivations by integrating training with computer-gameplay. Methods Sixty participants were randomly assigned to train on either a conventional task-based training, or one of two interactive game-based training platforms over six weeks. Outcomes included assessment of motivation, tinnitus handicap, and performance on tests of attention. Results Participants reported greater intrinsic motivation to train on the interactive game-based platforms, yet compliance of all three groups was similar (∼70%) and changes in self-reported tinnitus severity were not significant. There was no difference between groups in terms of change in tinnitus severity or performance on measures of attention. Conclusion FDT can be integrated within an intrinsically motivating game. Whilst this may improve participant experience, in this instance it did not translate to additional compliance or therapeutic benefit. Trial Registration ClinicalTrials.gov NCT02095262 PMID:25215617
Sparrow, David; Gottlieb, Daniel J; Demolles, Deborah; Fielding, Roger A
2011-11-01
Resistance training programs have been found to improve muscle strength, physical function, and depressive symptoms in middle-aged and older adults. These programs have typically been provided in clinical facilities, health clubs, and senior centers, which may be inconvenient and/or cost prohibitive for some older adults. The purpose of this study was to investigate the effectiveness of an automated telemedicine intervention that provides real-time guidance and monitoring of resistance training in the home. A randomized clinical trial in 103 middle-aged or older participants. Participants were assigned to use of a theory-driven interactive voice response system designed to promote resistance training (Telephone-Linked Computer-based Long-term Interactive Fitness Trainer; n = 52) or to an attention control (n = 51) for a period of 12 months. Measurements of muscle strength, balance, walk distance, and mood were obtained at baseline, 3, 6, and 12 months. We observed increased strength, improved balance, and fewer depressive symptoms in the intervention group than in the control group. Using generalized estimating equations modeling, group differences were statistically significant for knee flexion strength (p = .035), single-leg stance time (p = .029), and Beck Depression Inventory (p = .030). This computer-based telecommunications exercise intervention led to improvements in participants' strength, balance, and depressive symptoms. Because of their low cost and easy accessibility, computer-based interventions may be a cost-effective way of promoting exercise in the home.
A study of modelling simplifications in ground vibration predictions for railway traffic at grade
NASA Astrophysics Data System (ADS)
Germonpré, M.; Degrande, G.; Lombaert, G.
2017-10-01
Accurate computational models are required to predict ground-borne vibration due to railway traffic. Such models generally require a substantial computational effort. Therefore, much research has focused on developing computationally efficient methods, by either exploiting the regularity of the problem geometry in the direction along the track or assuming a simplified track structure. This paper investigates the modelling errors caused by commonly made simplifications of the track geometry. A case study is presented investigating a ballasted track in an excavation. The soil underneath the ballast is stiffened by a lime treatment. First, periodic track models with different cross sections are analyzed, revealing that a prediction of the rail receptance only requires an accurate representation of the soil layering directly underneath the ballast. A much more detailed representation of the cross sectional geometry is required, however, to calculate vibration transfer from track to free field. Second, simplifications in the longitudinal track direction are investigated by comparing 2.5D and periodic track models. This comparison shows that the 2.5D model slightly overestimates the track stiffness, while the transfer functions between track and free field are well predicted. Using a 2.5D model to predict the response during a train passage leads to an overestimation of both train-track interaction forces and free field vibrations. A combined periodic/2.5D approach is therefore proposed in this paper. First, the dynamic axle loads are computed by solving the train-track interaction problem with a periodic model. Next, the vibration transfer to the free field is computed with a 2.5D model. This combined periodic/2.5D approach only introduces small modelling errors compared to an approach in which a periodic model is used in both steps, while significantly reducing the computational cost.
Digital Environment for Movement Control in Surgical Skill Training.
Juanes, Juan A; Gómez, Juan J; Peguero, Pedro D; Ruisoto, Pablo
2016-06-01
Intelligent environments are increasingly becoming useful scenarios for handling computers. Technological devices are practical tools for learning and acquiring clinical skills as part of the medical training process. Within the framework of the advanced user interface, we present a technological application using Leap Motion, to enhance interaction with the user in the process of a laparoscopic surgical intervention and integrate the navigation through augmented reality images using manual gestures. Thus, we intend to achieve a more natural interaction with the objects that participate in a surgical intervention, which are augmented and related to the user's hand movements.
Analysis of Feedback in after Action Reviews
1987-06-01
CONNTSM Page INTRODUCTIUN . . . . . . . . . . . . . . . . . . . A Perspective on Feedback. . ....... • • ..... • 1 Overviev of %,•urrent Research...part of their training program . The AAR is in marked contrast to the critique method of feedback which is often used in military training. The AAR...feedback is task-inherent feedback. Task-inherent feedback refers to human-machine interacting systems, e.g., computers , where in a visual tracking task
DOE Office of Scientific and Technical Information (OSTI.GOV)
Dobranich, P.R.; Widney, T.W.; Goolsby, P.T.
The on-site inspection provisions in many current and proposed arms control agreements require extensive preparation and training on the part of both the Inspected Party and the Inspection Team. Current training techniques include table-top inspections and practice inspections. The Augmented Computer Exercise for Inspection Training (ACE-IT), an interactive computer training tool, increases the utility of table-top inspections. ACE-IT has been designed to provide training for a hypothetical challenge inspection under the Chemical Weapons Convention (CWC); however, this training tool can be modified for other inspection regimes. Although ACE-IT provides training from notification of an inspection through post-inspection activities, the primarymore » emphasis of ACE-IT is in the inspection itself--particularly with the concept of managed access. ACE-IT also demonstrates how inspection provisions impact compliance determination and the protection of sensitive information. The Exercise Manual supplements the ACE-IT software by providing general information on on-site inspections and detailed information for the CWC challenge inspection exercise. The detailed information includes the pre-inspection briefing, maps, list of sensitive items, medical records, and shipping records.« less
Simulation training tools for nonlethal weapons using gaming environments
NASA Astrophysics Data System (ADS)
Donne, Alexsana; Eagan, Justin; Tse, Gabriel; Vanderslice, Tom; Woods, Jerry
2006-05-01
Modern simulation techniques have a growing role for evaluating new technologies and for developing cost-effective training programs. A mission simulator facilitates the productive exchange of ideas by demonstration of concepts through compellingly realistic computer simulation. Revolutionary advances in 3D simulation technology have made it possible for desktop computers to process strikingly realistic and complex interactions with results depicted in real-time. Computer games now allow for multiple real human players and "artificially intelligent" (AI) simulated robots to play together. Advances in computer processing power have compensated for the inherent intensive calculations required for complex simulation scenarios. The main components of the leading game-engines have been released for user modifications, enabling game enthusiasts and amateur programmers to advance the state-of-the-art in AI and computer simulation technologies. It is now possible to simulate sophisticated and realistic conflict situations in order to evaluate the impact of non-lethal devices as well as conflict resolution procedures using such devices. Simulations can reduce training costs as end users: learn what a device does and doesn't do prior to use, understand responses to the device prior to deployment, determine if the device is appropriate for their situational responses, and train with new devices and techniques before purchasing hardware. This paper will present the status of SARA's mission simulation development activities, based on the Half-Life gameengine, for the purpose of evaluating the latest non-lethal weapon devices, and for developing training tools for such devices.
NASA Technical Reports Server (NTRS)
1996-01-01
Teledyne Brown developed a computer-based interactive multimedia training system for use with the Crystal Growth Furnace in the U.S. Microgravity Laboratory-2 mission on the Space Shuttle. Teledyne Brown commercialized the system and customized it for PPG Industries Aircraft Products. The system challenges learners with role-playing scenarios and software-driven simulations engaging all the senses using text, video, animation, voice, sounds and music. The transfer of this technology to commercial industrial process training has resulted in significant improvements in effectiveness, standardization, and quality control, as well as cost reductions over the usual classroom and on-the- job training approaches.
Analyzing Robotic Kinematics Via Computed Simulations
NASA Technical Reports Server (NTRS)
Carnahan, Timothy M.
1992-01-01
Computing system assists in evaluation of kinematics of conceptual robot. Displays positions and motions of robotic manipulator within work cell. Also displays interactions between robotic manipulator and other objects. Results of simulation displayed on graphical computer workstation. System includes both off-the-shelf software originally developed for automotive industry and specially developed software. Simulation system also used to design human-equivalent hand, to model optical train in infrared system, and to develop graphical interface for teleoperator simulation system.
Tsui, Chun Sing Louis; Gan, John Q; Roberts, Stephen J
2009-03-01
Due to the non-stationarity of EEG signals, online training and adaptation are essential to EEG based brain-computer interface (BCI) systems. Self-paced BCIs offer more natural human-machine interaction than synchronous BCIs, but it is a great challenge to train and adapt a self-paced BCI online because the user's control intention and timing are usually unknown. This paper proposes a novel motor imagery based self-paced BCI paradigm for controlling a simulated robot in a specifically designed environment which is able to provide user's control intention and timing during online experiments, so that online training and adaptation of the motor imagery based self-paced BCI can be effectively investigated. We demonstrate the usefulness of the proposed paradigm with an extended Kalman filter based method to adapt the BCI classifier parameters, with experimental results of online self-paced BCI training with four subjects.
Greening, S E; Grohs, D H; Guidos, B J
1997-01-01
Providing effective training, retraining and evaluation programs, including proficiency testing programs, for cytoprofessionals is a challenge shared by many academic and clinical educators internationally. In cytopathology the quality of training has immediately transferable and critically important impacts on satisfactory performance in the clinical setting. Well-designed interactive computer-assisted instruction and testing programs have been shown to enhance initial learning and to reinforce factual and conceptual knowledge. Computer systems designed not only to promote diagnostic accuracy but to integrate and streamline work flow in clinical service settings are candidates for educational adaptation. The AcCell 2000 system, designed as a diagnostic screening support system, offers technology that is adaptable to educational needs during basic and in-service training as well as testing of screening proficiency in both locator and identification skills. We describe the considerations, approaches and applications of the AcCell 2000 system in education programs for both training and evaluation of gynecologic diagnostic screening proficiency.
User-Driven Sampling Strategies in Image Exploitation
Harvey, Neal R.; Porter, Reid B.
2013-12-23
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-drivenmore » sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. We discovered that in user-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. Furthermore, in preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.« less
User-driven sampling strategies in image exploitation
NASA Astrophysics Data System (ADS)
Harvey, Neal; Porter, Reid
2013-12-01
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-driven sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. User-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. In preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.
Training Wayfinding: Natural Movement in Mixed Reality
2007-10-01
Brown, Gabbard , Rosenblum, Yohan, Julier, Swan and Hix (2002) saw BARS as a possible source for embedded training for dismounted warriors. They were...about specific real-world spaces: 1. Preliminary experiment. Presence, 8(6), 632-656. Livingston, M.A., Brown, D., Gabbard , J.L., Rosenblum, L.J...Computer Interaction, San Francisco, CA. Swan II, J.E., Gabbard , J.L., Hix, D., Schulman, R.S., & Kim, K., (2003). A comparative study of user
Report of the first annual airborne weapons training technology review
DOE Office of Scientific and Technical Information (OSTI.GOV)
Snyder, C.E.; Payne, G.B.; Treitler, I.E.
1990-01-01
This report documents the First Annual Airborne Weapons Training Technology Review. The Review was held at Oak Ridge Associated Universities from March 29 to 31, 1989. It was an exchange of ideas and information among the members of the network supporting the Naval Air Systems Command's (NAVAIR's) PMA205-11, Program Manager for Ordnance Training. This report describes the briefings and demonstrations presented at the Review, and summarizes the discussion at the informal caucus where significant issues were raised from the first two days' presentations. The report also contains the meeting agenda, a participant list with addresses and telephone numbers, a listmore » of the Department of Defense activities represented, NAVAIR's follow-up communication, and a brief description of Martin Marietta Energy Systems, Inc.'s training technology project support. A broad range of topics related to training systems and training support was covered during the Review. Synopses of the presentations and demonstrations included here cover computer-based and interactive systems, portability of software, reuse of training systems for different weapons, standardization of trainers, instructional systems design, cognitive task analysis, tracking of training resources, and the application of Computer-aided Acquisition and Logistic Support.« less
1990-03-23
defined (personal communciation between R. Pozos and Simon, 1985). In summary, there have been studies dealing with shivering which indicate that the...microcomputer (IBM PS/2, Model 30/286). The Firearms Training System combines features of several technologies, notably: interactive video-disc/ computer ...technology and laser designator/camera/ computer /target-hit generation, which provides for immediate visual performance feedback. The subject is
NASA Technical Reports Server (NTRS)
Armstrong, Herbert B.; Roske-Hofstrand, Renate J.
1989-01-01
This paper discusses the use of computer-assisted instructions and flight simulations to enhance procedural and perceptual motor task training. Attention is called to the fact that incorporating the accident and incident data contained in reports filed with the Aviation Safety Reporting System (ASRS) would be a valuable training tool which the learner could apply for other situations. The need to segment the events is emphasized; this would make it possible to modify events in order to suit the needs of the training environment. Methods were developed for designing meaningful scenario development on runway incursions on the basis of analysis of ASRS reports. It is noted that, while the development of interactive training tools using the ASRS and other data bases holds much promise, the design and production of interactive video programs and laser disks are very expensive. It is suggested that this problem may be overcome by sharing the costs of production to develop a library of materials available to a broad range of users.
Graph Representations of Flow and Transport in Fracture Networks using Machine Learning
NASA Astrophysics Data System (ADS)
Srinivasan, G.; Viswanathan, H. S.; Karra, S.; O'Malley, D.; Godinez, H. C.; Hagberg, A.; Osthus, D.; Mohd-Yusof, J.
2017-12-01
Flow and transport of fluids through fractured systems is governed by the properties and interactions at the micro-scale. Retaining information about the micro-structure such as fracture length, orientation, aperture and connectivity in mesh-based computational models results in solving for millions to billions of degrees of freedom and quickly renders the problem computationally intractable. Our approach depicts fracture networks graphically, by mapping fractures to nodes and intersections to edges, thereby greatly reducing computational burden. Additionally, we use machine learning techniques to build simulators on the graph representation, trained on data from the mesh-based high fidelity simulations to speed up computation by orders of magnitude. We demonstrate our methodology on ensembles of discrete fracture networks, dividing up the data into training and validation sets. Our machine learned graph-based solvers result in over 3 orders of magnitude speedup without any significant sacrifice in accuracy.
Integrating an Intelligent Tutoring System for TAOs with Second Life
2010-12-01
SL) and interacts with a number of computer -controlled objects that take on the roles of the TAO’s teammates. TAOs rely on the same mechanism to...projects that utilize both game and simulation technology for training. He joined Stottler Henke in the fall of 2000 and holds a Ph.D. in computer science...including implementing tutors in multiuser worlds. He has been at Stottler Henke since 2005 and has a MS in computer science from Stanford University
Virtually compliant: Immersive video gaming increases conformity to false computer judgments.
Weger, Ulrich W; Loughnan, Stephen; Sharma, Dinkar; Gonidis, Lazaros
2015-08-01
Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.
Valladares, Angel Felix; Tschannen, Dana; Villarruel, Antonia Maria
2014-01-01
Background A major barrier to the use and scale-up of evidence-based interventions are challenges related to training and capacity building. A cost-effective and highly interactive multi-user virtual environment, Second Life (SL) is a promising alternative for comprehensive face-to-face facilitator training. Objective The purpose of this study was to examine the feasibility of using SL to train facilitators from community-based organizations to use ¡Cuídate! (Take Care of Yourself), one of the few evidence-based interventions developed and tested with Latino youth to reduce sexual risk behaviors. Methods We recruited 35 participants from community-based organizations throughout the United States to participate in the SL ¡Cuídate! Training of Facilitators. Preparation to use SL consisted of four phases: (1) recruitment and computer capacity screening, (2) enrollment, (3) orientation to the SL program, and (4) technical support throughout the synchronous training sessions. Technical difficulties, the associated cause, and the mitigation strategy implemented were recorded during each session. Participants completed evaluations including perceptions of self-efficacy and confidence to complete the necessary skills to participate in SL training. Results Overall, participants reported high levels of self-efficacy for all skills necessary to participate in SL training. Based on an 11-point scale (0-10), self-efficacy to download and access the software was rated the highest: mean 8.29 (SD 2.19). Interacting with items in SL had the lowest mean score: mean 7.49 (SD 2.89). The majority of technical difficulties experienced by participants were related to inadequate Internet connections or computer malfunctions. Conclusions Our findings support the feasibility of using SL for the ¡Cuídate! Training of Facilitators. The process used in this study to prepare participants to use SL can be used as a basis for other evidence-based intervention training in SL. This study is an important contribution to developing cost-effective and accessible training options for evidence-based interventions. PMID:25270991
Valladares, Angel Felix; Aebersold, Michelle; Tschannen, Dana; Villarruel, Antonia Maria
2014-09-30
A major barrier to the use and scale-up of evidence-based interventions are challenges related to training and capacity building. A cost-effective and highly interactive multi-user virtual environment, Second Life (SL) is a promising alternative for comprehensive face-to-face facilitator training. The purpose of this study was to examine the feasibility of using SL to train facilitators from community-based organizations to use ¡Cuídate! (Take Care of Yourself), one of the few evidence-based interventions developed and tested with Latino youth to reduce sexual risk behaviors. We recruited 35 participants from community-based organizations throughout the United States to participate in the SL ¡Cuídate! Training of Facilitators. Preparation to use SL consisted of four phases: (1) recruitment and computer capacity screening, (2) enrollment, (3) orientation to the SL program, and (4) technical support throughout the synchronous training sessions. Technical difficulties, the associated cause, and the mitigation strategy implemented were recorded during each session. Participants completed evaluations including perceptions of self-efficacy and confidence to complete the necessary skills to participate in SL training. Overall, participants reported high levels of self-efficacy for all skills necessary to participate in SL training. Based on an 11-point scale (0-10), self-efficacy to download and access the software was rated the highest: mean 8.29 (SD 2.19). Interacting with items in SL had the lowest mean score: mean 7.49 (SD 2.89). The majority of technical difficulties experienced by participants were related to inadequate Internet connections or computer malfunctions. Our findings support the feasibility of using SL for the ¡Cuídate! Training of Facilitators. The process used in this study to prepare participants to use SL can be used as a basis for other evidence-based intervention training in SL. This study is an important contribution to developing cost-effective and accessible training options for evidence-based interventions.
Gray matter responsiveness to adaptive working memory training: a surface-based morphometry study
Román, Francisco J.; Lewis, Lindsay B.; Chen, Chi-Hua; Karama, Sherif; Burgaleta, Miguel; Martínez, Kenia; Lepage, Claude; Jaeggi, Susanne M.; Evans, Alan C.; Kremen, William S.
2016-01-01
Here we analyze gray matter indices before and after completing a challenging adaptive cognitive training program based on the n-back task. The considered gray matter indices were cortical thickness (CT) and cortical surface area (CSA). Twenty-eight young women (age range 17–22 years) completed 24 training sessions over the course of 3 months (12 weeks, 24 sessions), showing expected performance improvements. CT and CSA values for the training group were compared with those of a matched control group. Statistical analyses were computed using a ROI framework defined by brain areas distinguished by their genetic underpinning. The interaction between group and time was analyzed. Middle temporal, ventral frontal, inferior parietal cortices, and pars opercularis were the regions where the training group showed conservation of gray matter with respect to the control group. These regions support working memory, resistance to interference, and inhibition. Furthermore, an interaction with baseline intelligence differences showed that the expected decreasing trend at the biological level for individuals showing relatively low intelligence levels at baseline was attenuated by the completed training. PMID:26701168
Hammel, J M; Van Der Loos, H F; Lepage, P; Burgar, C; Perkash, I; Shafer, D; Topp, E; Lees, D
1994-01-01
This paper describes the results of the program-development phase of the Vocational Training Facility (VTF) taking place at the Palo Alto Veterans Affairs Medical Center Rehabilitation Research and Development Center. The VTF staff has developed a self-paced, multimedia curriculum comprised of adapted training packages, interactive videos, and additional training and testing materials designed to teach entry-level desktop publishing and reasonable accommodation skills to individuals with spinal cord injuries. The curriculum is taught via the Macintosh™ computer to allow independent, "hands-off" access to training materials. Each student is given an integrated workstation that is equipped with the Desktop Vocational Assistant Robot (De VAR); a set of low-and high-technology assistive hardware, software, and devices; and ergonomic furniture and adaptations customized to fit individual learning and access needs. Each student completes a 12-week, full-time training program followed by a 3-month internship with a local corporate sponsor. This paper summarizes the evaluation results of the VTF program by the first nine students, with spinal cord injuries ranging paraplegia to high-level quadriplegia, who have completed the program.
2010-01-01
Background Working in a hospital during an extraordinary infectious disease outbreak can cause significant stress and contribute to healthcare workers choosing to reduce patient contact. Psychological training of healthcare workers prior to an influenza pandemic may reduce stress-related absenteeism, however, established training methods that change behavior and attitudes are too resource-intensive for widespread use. This study tests the feasibility and effectiveness of a less expensive alternative - an interactive, computer-assisted training course designed to build resilience to the stresses of working during a pandemic. Methods A "dose-finding" study compared pre-post changes in three different durations of training. We measured variables that are likely to mediate stress-responses in a pandemic before and after training: confidence in support and training, pandemic-related self-efficacy, coping style and interpersonal problems. Results 158 hospital workers took the course and were randomly assigned to the short (7 sessions, median cumulative duration 111 minutes), medium (12 sessions, 158 minutes) or long (17 sessions, 223 minutes) version. Using an intention-to-treat analysis, the course was associated with significant improvements in confidence in support and training, pandemic self-efficacy and interpersonal problems. Participants who under-utilized coping via problem-solving or seeking support or over-utilized escape-avoidance experienced improved coping. Comparison of doses showed improved interpersonal problems in the medium and long course but not in the short course. There was a trend towards higher drop-out rates with longer duration of training. Conclusions Computer-assisted resilience training in healthcare workers appears to be of significant benefit and merits further study under pandemic conditions. Comparing three "doses" of the course suggested that the medium course was optimal. PMID:20307302
seismo-live: Training in Computational Seismology using Jupyter Notebooks
NASA Astrophysics Data System (ADS)
Igel, H.; Krischer, L.; van Driel, M.; Tape, C.
2016-12-01
Practical training in computational methodologies is still underrepresented in Earth science curriculae despite the increasing use of sometimes highly sophisticated simulation technologies in research projects. At the same time well-engineered community codes make it easy to return simulation-based results yet with the danger that the inherent traps of numerical solutions are not well understood. It is our belief that training with highly simplified numerical solutions (here to the equations describing elastic wave propagation) with carefully chosen elementary ingredients of simulation technologies (e.g., finite-differencing, function interpolation, spectral derivatives, numerical integration) could substantially improve this situation. For this purpose we have initiated a community platform (www.seismo-live.org) where Python-based Jupyter notebooks can be accessed and run without and necessary downloads or local software installations. The increasingly popular Jupyter notebooks allow combining markup language, graphics, equations with interactive, executable python codes. We demonstrate the potential with training notebooks for the finite-difference method, pseudospectral methods, finite/spectral element methods, the finite-volume and the discontinuous Galerkin method. The platform already includes general Python training, introduction to the ObsPy library for seismology as well as seismic data processing and noise analysis. Submission of Jupyter notebooks for general seismology are encouraged. The platform can be used for complementary teaching in Earth Science courses on compute-intensive research areas.
Assessing the Impact of Educational Differences in HCI Design Practice
ERIC Educational Resources Information Center
Antunes, Pedro; Xiao, Lu; Pino, Jose A.
2014-01-01
Human-computer interaction (HCI) design generally involves collaboration from professionals in different disciplines. Trained in different design education systems, these professionals can have different conceptual understandings about design. Recognizing and identifying these differences are key issues for establishing shared design practices…
ERIC Educational Resources Information Center
Abbott, George L.; And Others
1987-01-01
This special feature focuses on recent developments in optical disk technology. Nine articles discuss current trends, large scale image processing, data structures for optical disks, the use of computer simulators to create optical disks, videodisk use in training, interactive audio video systems, impacts on federal information policy, and…
Hong, OiSaeng; Eakin, Brenda L; Chin, Dal Lae; Feld, Jamie; Vogel, Stephen
2013-07-01
Noise-induced hearing loss is a significant occupational injury for firefighters exposed to intermittent noise on the job. It is important to educate firefighters about using hearing protection devices whenever they are exposed to loud noise. Computer technology is a relatively new health education approach and can be useful for tailoring specific aspects of behavioral change training. The purpose of this study is to present the development process of an Internet-based tailored intervention program and to assess its efficacy. The intervention programs were implemented for 372 firefighters (mean age = 44 years, Caucasian = 82%, male = 95%) in three states (California, Illinois, and Indiana). The efficacy was assessed from firefighters' feedback through an Internet-based survey. A multimedia Internet-based training program was developed through (a) determining program content and writing scripts, (b) developing decision-making algorithms for tailoring, (c) graphic design and audio and video productions, (d) creating computer software and a database, and (e) postproduction quality control and pilot testing. Participant feedback regarding the training has been very positive. Participants reported that they liked completing the training via computer (83%) and also that the Internet-based training program was well organized (97%), easy to use (97%), and effective (98%) and held their interest (79%). Almost all (95%) would recommend this Internet training program to other firefighters. Interactive multimedia computer technology using the Internet was a feasible mode of delivery for a hearing protection intervention among firefighters. Participants' favorable feedback strongly supports the continued utilization of this approach for designing and developing interventions to promote healthy behaviors.
General purpose architecture for intelligent computer-aided training
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen (Inventor); Wang, Lui (Inventor); Baffes, Paul T. (Inventor); Hua, Grace C. (Inventor)
1994-01-01
An intelligent computer-aided training system having a general modular architecture is provided for use in a wide variety of training tasks and environments. It is comprised of a user interface which permits the trainee to access the same information available in the task environment and serves as a means for the trainee to assert actions to the system; a domain expert which is sufficiently intelligent to use the same information available to the trainee and carry out the task assigned to the trainee; a training session manager for examining the assertions made by the domain expert and by the trainee for evaluating such trainee assertions and providing guidance to the trainee which are appropriate to his acquired skill level; a trainee model which contains a history of the trainee interactions with the system together with summary evaluative data; an intelligent training scenario generator for designing increasingly complex training exercises based on the current skill level contained in the trainee model and on any weaknesses or deficiencies that the trainee has exhibited in previous interactions; and a blackboard that provides a common fact base for communication between the other components of the system. Preferably, the domain expert contains a list of 'mal-rules' which typifies errors that are usually made by novice trainees. Also preferably, the training session manager comprises an intelligent error detection means and an intelligent error handling means. The present invention utilizes a rule-based language having a control structure whereby a specific message passing protocol is utilized with respect to tasks which are procedural or step-by-step in structure. The rules can be activated by the trainee in any order to reach the solution by any valid or correct path.
The role of simulation in space operations training
NASA Astrophysics Data System (ADS)
Ocasio, Frank; Atkins, Dana
The expanding use of computer simulation to train aerospace personnel is reviewed emphasizing the increasing complexity of responsibilities in the operations segment. The inefficiency of on-the-job training is discussed, and the simulation technologies employed by the USAF Combat Crew Training Squadron are described. The Mission Control Complex-Kernel is employed to simulate an operational Satellite Control Squadron (SCS) and a downscaled SCS. A system for telemetry simulation is incorporated into the launch and early-orbit segments of the training, and the training emphasizes time-critical actions, schedule adherence, and the interaction with external organizations. Hands-on training is required to supplement the simulator training which cannot be used to simulate anomalies in satellites and ground systems. The use of a centralized simulator as an instructional tool facilitates and expedites the transition of the student to operational levels.
Hammer, Leslie B.; Kossek, Ellen E.; Anger, W. Kent; Bodner, Todd; Zimmerman, Kristi L.
2010-01-01
Drawing on a conceptual model integrating research on training, work-family interventions, and social support, we conducted a quasi-experimental field study to assess the impact of a supervisory training and self-monitoring intervention designed to increase supervisors' use of family supportive supervisor behaviors. Pre- and post-intervention surveys were completed, nine months apart, by 239 employees at six intervention (N = 117) and six control (N = 122) grocery store sites. Thirty-nine supervisors in the six intervention sites received the training consisting of one hour of self-paced computer-based training, one hour of face-to-face group training, followed by instructions for behavioral self-monitoring (recording the frequency of supportive behaviors) to support on-the-job transfer. Results demonstrated a disordinal interaction for the effect of training and family-to-work conflict on employee job satisfaction, turnover intentions and physical health. In particular, for these outcomes, positive training effects were observed for employees with high family-to-work conflict, while negative training effects were observed for employees with low family-to-work conflict. These moderation effects were mediated by the interactive effect of training and family-to-work conflict on employee perceptions of family-supportive supervisor behaviors. Implications of our findings for future work-family intervention development and evaluation are discussed. PMID:20853943
Pulmonary Testing Laboratory Computer Application
Johnson, Martin E.
1980-01-01
An interactive computer application reporting patient pulmonary function data has been developed by Washington, D.C. VA Medical Center staff. A permanent on-line data base of patient demographics, lung capacity, flows, diffusion, arterial blood gases and physician interpretation is maintained by a minicomputer at the hospital. A user oriented application program resulted from development in concert with the clinical users. Rapid program development resulted from employing a newly developed time saving technique that has found wide application at other VA Medical Centers. Careful attention to user interaction has resulted in an application program requiring little training and which has been satisfactorily used by a number of clinicians.
ERIC Educational Resources Information Center
Semmel, Melvyn I.; Olson, Jerry
The document is a system documentation manual of the Computer-Assisted Teacher Training System (CATTS) developed by the Center for Innovation in Teaching the Handicapped (Indiana University). CATTS is characterized as a system capable of providing continuous, instantaneous, and/or delayed feedback of relevant teacher-student interaction data to a…
34 CFR 388.22 - What priorities does the Secretary consider in making an award?
Code of Federal Regulations, 2011 CFR
2011-07-01
... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...
34 CFR 388.22 - What priorities does the Secretary consider in making an award?
Code of Federal Regulations, 2010 CFR
2010-07-01
... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...
Suicide Prevention in a Treatment Setting.
ERIC Educational Resources Information Center
Litman, Robert E.
1995-01-01
The author anticipates that sophisticated interactive computer programs will be effective in improving screening and case finding of the suicidal and that they will become invaluable in improving training for primary care providers and outpatient mental health workers. Additionally, improved communication networks will help maintain continuity of…
34 CFR 388.22 - What priorities does the Secretary consider in making an award?
Code of Federal Regulations, 2014 CFR
2014-07-01
... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...
34 CFR 388.22 - What priorities does the Secretary consider in making an award?
Code of Federal Regulations, 2013 CFR
2013-07-01
... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...
34 CFR 388.22 - What priorities does the Secretary consider in making an award?
Code of Federal Regulations, 2012 CFR
2012-07-01
... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...
CGBVS-DNN: Prediction of Compound-protein Interactions Based on Deep Learning.
Hamanaka, Masatoshi; Taneishi, Kei; Iwata, Hiroaki; Ye, Jun; Pei, Jianguo; Hou, Jinlong; Okuno, Yasushi
2017-01-01
Computational prediction of compound-protein interactions (CPIs) is of great importance for drug design as the first step in in-silico screening. We previously proposed chemical genomics-based virtual screening (CGBVS), which predicts CPIs by using a support vector machine (SVM). However, the CGBVS has problems when training using more than a million datasets of CPIs since SVMs require an exponential increase in the calculation time and computer memory. To solve this problem, we propose the CGBVS-DNN, in which we use deep neural networks, a kind of deep learning technique, instead of the SVM. Deep learning does not require learning all input data at once because the network can be trained with small mini-batches. Experimental results show that the CGBVS-DNN outperformed the original CGBVS with a quarter million CPIs. Results of cross-validation show that the accuracy of the CGBVS-DNN reaches up to 98.2 % (σ<0.01) with 4 million CPIs. © 2017 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.
High Performance Computing and Enabling Technologies for Nano and Bio Systems and Interfaces
2014-12-12
data analysis of protein – aptamer interaction systems were developed. All research investigations contributed to the research education , and training...achieved a 3.5 GPA to 4.0 (4.0 max scale): Number of graduating undergraduates funded by a DoD funded Center of Excellence grant for Education , Research...Research, education and training of future US work force in such nano- bio systems have significant potential for advancement in medical and health
Mobile Tablet Use among Academic Physicians and Trainees
Sclafani, Joseph; Tirrell, Timothy F.
2014-01-01
The rapid adoption rate and integration of mobile technology (tablet computing devices and smartphones) by physicians is reshaping the current clinical landscape. These devices have sparked an evolution in a variety of arenas, including educational media dissemination, remote patient data access and point of care applications. Quantifying usage patterns of clinical applications of mobile technology is of interest to understand how these technologies are shaping current clinical care. A digital survey examining mobile tablet and associated application usage was administered via email to all ACGME training programs. Data regarding respondent specialty, level of training, and habits of tablet usage were collected and analyzed. 40 % of respondents used a tablet, of which the iPad was the most popular. Nearly half of the tablet owners reported using the tablet in clinical settings; the most commonly used application types were point of care and electronic medical record access. Increased level of training was associated with decreased support for mobile computing improving physician capabilities and patient interactions. There was strong and consistent desire for institutional support of mobile computing and integration of mobile computing technology into medical education. While many physicians are currently purchasing mobile devices, often without institutional support, successful integration of these devices into the clinical setting is still developing. Potential reasons behind the low adoption rate may include interference of technology in doctor-patient interactions or the lack of appropriate applications available for download. However, the results convincingly demonstrate that physicians recognize a potential utility in mobile computing, indicated by their desire for institutional support and integration of mobile technology into medical education. It is likely that the use of tablet computers in clinical practice will expand in the future. Thus, we believe medical institutions, providers, educators, and developers should collaborate in ways that enhance the efficacy, reliability, and safety of integrating these devices into daily medical practice. PMID:23321961
The Research and Training Activities for the Joint Institute for Aeronautics and Acoustics
NASA Technical Reports Server (NTRS)
Cantwell, Brian
1995-01-01
This proposal requests continued support for the program of activities to be undertaken by the Ames-Stanford Joint Institute for Aeronautics and Acoustics during the period 1 Oct. 1995 - 30 Sept. 1996. The emphasis in this program is on training and research in experimental and computational methods with application to aerodynamics, acoustics and the important interactions between them. The program comprises activities in active flow control, Large Eddy Simulation of jet noise, flap aerodynamics and acoustics and high lift modeling studies. During the proposed period there will be a continued emphasis on the interaction between NASA Ames, Stanford University and Industry, particularly in connection with the high lift activities.
Challenges to the development of complex virtual reality surgical simulations.
Seymour, N E; Røtnes, J S
2006-11-01
Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.
NASA Astrophysics Data System (ADS)
Cho, Hyun-chong; Hadjiiski, Lubomir; Sahiner, Berkman; Chan, Heang-Ping; Paramagul, Chintana; Helvie, Mark; Nees, Alexis V.
2012-03-01
We designed a Content-Based Image Retrieval (CBIR) Computer-Aided Diagnosis (CADx) system to assist radiologists in characterizing masses on ultrasound images. The CADx system retrieves masses that are similar to a query mass from a reference library based on computer-extracted features that describe texture, width-to-height ratio, and posterior shadowing of a mass. Retrieval is performed with k nearest neighbor (k-NN) method using Euclidean distance similarity measure and Rocchio relevance feedback algorithm (RRF). In this study, we evaluated the similarity between the query and the retrieved masses with relevance feedback using our interactive CBIR CADx system. The similarity assessment and feedback were provided by experienced radiologists' visual judgment. For training the RRF parameters, similarities of 1891 image pairs obtained from 62 masses were rated by 3 MQSA radiologists using a 9-point scale (9=most similar). A leave-one-out method was used in training. For each query mass, 5 most similar masses were retrieved from the reference library using radiologists' similarity ratings, which were then used by RRF to retrieve another 5 masses for the same query. The best RRF parameters were chosen based on three simulated observer experiments, each of which used one of the radiologists' ratings for retrieval and relevance feedback. For testing, 100 independent query masses on 100 images and 121 reference masses on 230 images were collected. Three radiologists rated the similarity between the query and the computer-retrieved masses. Average similarity ratings without and with RRF were 5.39 and 5.64 on the training set and 5.78 and 6.02 on the test set, respectively. The average Az values without and with RRF were 0.86+/-0.03 and 0.87+/-0.03 on the training set and 0.91+/-0.03 and 0.90+/-0.03 on the test set, respectively. This study demonstrated that RRF improved the similarity of the retrieved masses.
Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing
Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T.
2016-01-01
In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning. PMID:26999151
Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing.
Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T
2016-03-18
In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user's hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.
Computer Conferencing and Electronic Mail.
ERIC Educational Resources Information Center
Kaye, Tony
This paper discusses a number of problems associated with distance education methods used in adult education and training fields, including limited opportunities for dialogue and group interaction among students and between students and tutors; the expense of updating and modifying mass-produced print and audiovisual materials; and the relative…
An Automated Approach to Instructional Design Guidance.
ERIC Educational Resources Information Center
Spector, J. Michael; And Others
This paper describes the Guided Approach to Instructional Design Advising (GAIDA), an automated instructional design tool that incorporates techniques of artificial intelligence. GAIDA was developed by the U.S. Air Force Armstrong Laboratory to facilitate the planning and production of interactive courseware and computer-based training materials.…
NASA Technical Reports Server (NTRS)
Ali, Syed Firasat; Khan, M. Javed; Rossi, Marcia J.; Heath, Bruce e.; Crane, Peter; Ward, Marcus; Crier, Tomyka; Knighten, Tremaine; Culpepper, Christi
2007-01-01
One result of the relatively recent advances in computing technology has been the decreasing cost of computers and increasing computational power. This has allowed high fidelity airplane simulations to be run on personal computers (PC). Thus, simulators are now used routinely by pilots to substitute real flight hours for simulated flight hours for training for an aircraft type rating thereby reducing the cost of flight training. However, FAA regulations require that such substitution training must be supervised by Certified Flight Instructors (CFI). If the CFI presence could be reduced or eliminated for certain tasks this would mean a further cost savings to the pilot. This would require that the flight simulator have a certain level of 'intelligence' in order to provide feedback on pilot performance similar to that of a CFI. The 'intelligent' flight simulator would have at least the capability to use data gathered from the flight to create a measure for the performance of the student pilot. Also, to fully utilize the advances in computational power, the simulator would be capable of interacting with the student pilot using the best possible training interventions. This thesis reports on the two studies conducted at Tuskegee University investigating the effects of interventions on the learning of two flight maneuvers on a flight simulator and the robustness and accuracy of calculated performance indices as compared to CFI evaluations of performance. The intent of these studies is to take a step in the direction of creating an 'intelligent' flight simulator. The first study deals with the comparisons of novice pilot performance trained at different levels of above real-time to execute a level S-turn. The second study examined the effect of out-of-the-window (OTW) visual cues in the form of hoops on the performance of novice pilots learning to fly a landing approach on the flight simulator. The reliability/robustness of the computed performance metrics was assessed by comparing them with the evaluations of the landing approach maneuver by a number of CFIs.
Levy
1996-08-01
New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.
NASA Technical Reports Server (NTRS)
Heath, Bruce E.
2007-01-01
One result of the relatively recent advances in computing technology has been the decreasing cost of computers and increasing computational power. This has allowed high fidelity airplane simulations to be run on personal computers (PC). Thus, simulators are now used routinely by pilots to substitute real flight hours for simulated flight hours for training for an aircraft type rating thereby reducing the cost of flight training. However, FAA regulations require that such substitution training must be supervised by Certified Flight Instructors (CFI). If the CFI presence could be reduced or eliminated for certain tasks this would mean a further cost savings to the pilot. This would require that the flight simulator have a certain level of 'intelligence' in order to provide feedback on pilot perfolmance similar to that of a CFI. The 'intelligent' flight sinlulator would have at least the capability to use data gathered from the flight to create a measure for the performance of the student pilot. Also, to fully utilize the advances in computational power, the sinlulator would be capable of interacting with the student pilot using the best possible training interventions. This thesis reposts on the two studies conducted at Tuskegee University investigating the effects of interventions on the learning of two flight maneuvers on a flight sinlulator and the robustness and accuracy of calculated perfornlance indices as compared to CFI evaluations of performance. The intent of these studies is to take a step in the direction of creating an 'intelligent' flight simulator. The first study deals with the comparisons of novice pilot performance trained at different levels of above real-time to execute a level S-turn. The second study examined the effect of out-of-the-window (OTW) visual cues in the form of hoops on the performance of novice pilots learning to fly a landing approach on the flight simulator. The reliability/robustness of the computed performance metrics was assessed by comparing them with the evaluations of the landing approach maneuver by a number of CFIs.
Towards an interactive electromechanical model of the heart
Talbot, Hugo; Marchesseau, Stéphanie; Duriez, Christian; Sermesant, Maxime; Cotin, Stéphane; Delingette, Hervé
2013-01-01
In this work, we develop an interactive framework for rehearsal of and training in cardiac catheter ablation, and for planning cardiac resynchronization therapy. To this end, an interactive and real-time electrophysiology model of the heart is developed to fit patient-specific data. The proposed interactive framework relies on two main contributions. First, an efficient implementation of cardiac electrophysiology is proposed, using the latest graphics processing unit computing techniques. Second, a mechanical simulation is then coupled to the electrophysiological signals to produce realistic motion of the heart. We demonstrate that pathological mechanical and electrophysiological behaviour can be simulated. PMID:24427533
Learning gestures for customizable human-computer interaction in the operating room.
Schwarz, Loren Arthur; Bigdelou, Ali; Navab, Nassir
2011-01-01
Interaction with computer-based medical devices in the operating room is often challenging for surgeons due to sterility requirements and the complexity of interventional procedures. Typical solutions, such as delegating the interaction task to an assistant, can be inefficient. We propose a method for gesture-based interaction in the operating room that surgeons can customize to personal requirements and interventional workflow. Given training examples for each desired gesture, our system learns low-dimensional manifold models that enable recognizing gestures and tracking particular poses for fine-grained control. By capturing the surgeon's movements with a few wireless body-worn inertial sensors, we avoid issues of camera-based systems, such as sensitivity to illumination and occlusions. Using a component-based framework implementation, our method can easily be connected to different medical devices. Our experiments show that the approach is able to robustly recognize learned gestures and to distinguish these from other movements.
Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function?
Chan, Micaela Y; Haber, Sara; Drew, Linda M; Park, Denise C
2016-06-01
Recent evidence shows that engaging in learning new skills improves episodic memory in older adults. In this study, older adults who were computer novices were trained to use a tablet computer and associated software applications. We hypothesize that sustained engagement in this mentally challenging training would yield a dual benefit of improved cognition and enhancement of everyday function by introducing useful skills. A total of 54 older adults (age 60-90) committed 15 hr/week for 3 months. Eighteen participants received extensive iPad training, learning a broad range of practical applications. The iPad group was compared with 2 separate controls: a Placebo group that engaged in passive tasks requiring little new learning; and a Social group that had regular social interaction, but no active skill acquisition. All participants completed the same cognitive battery pre- and post-engagement. Compared with both controls, the iPad group showed greater improvements in episodic memory and processing speed but did not differ in mental control or visuospatial processing. iPad training improved cognition relative to engaging in social or nonchallenging activities. Mastering relevant technological devices have the added advantage of providing older adults with technological skills useful in facilitating everyday activities (e.g., banking). This work informs the selection of targeted activities for future interventions and community programs. © The Author 2014. Published by Oxford University Press on behalf of The Gerontological Society of America.
Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function?
Chan, Micaela Y.; Haber, Sara; Drew, Linda M.; Park, Denise C.
2016-01-01
Purpose of the Study: Recent evidence shows that engaging in learning new skills improves episodic memory in older adults. In this study, older adults who were computer novices were trained to use a tablet computer and associated software applications. We hypothesize that sustained engagement in this mentally challenging training would yield a dual benefit of improved cognition and enhancement of everyday function by introducing useful skills. Design and Methods: A total of 54 older adults (age 60-90) committed 15 hr/week for 3 months. Eighteen participants received extensive iPad training, learning a broad range of practical applications. The iPad group was compared with 2 separate controls: a Placebo group that engaged in passive tasks requiring little new learning; and a Social group that had regular social interaction, but no active skill acquisition. All participants completed the same cognitive battery pre- and post-engagement. Results: Compared with both controls, the iPad group showed greater improvements in episodic memory and processing speed but did not differ in mental control or visuospatial processing. Implications: iPad training improved cognition relative to engaging in social or nonchallenging activities. Mastering relevant technological devices have the added advantage of providing older adults with technological skills useful in facilitating everyday activities (e.g., banking). This work informs the selection of targeted activities for future interventions and community programs. PMID:24928557
Alternatives in Medical Education: Non-Animal Methods.
ERIC Educational Resources Information Center
Carlson, Peggy, Ed.
The technology explosion in medical education has led to the use of computer models, videotapes, interactive videos, and state-of-the-art simulators in medical training. This booklet describes alternatives to using animals in medical education. Although it is mainly intended to describe products applicable to medical school courses, high-quality,…
STEPS: A Simulated, Tutorable Physics Student.
ERIC Educational Resources Information Center
Ur, Sigalit; VanLehn, Kurt
1995-01-01
Describes a simulated student that learns by interacting with a human tutor. Tests suggest that simulated students, when developed past the prototype stage, could be valuable for training human tutors. Provides a computational cognitive task analysis of the skill of learning from a tutor that is useful for designing intelligent tutoring systems.…
Designer: A Knowledge-Based Graphic Design Assistant.
ERIC Educational Resources Information Center
Weitzman, Louis
This report describes Designer, an interactive tool for assisting with the design of two-dimensional graphic interfaces for instructional systems. The system, which consists of a color graphics interface to a mathematical simulation, provides enhancements to the Graphics Editor component of Steamer (a computer-based training system designed to aid…
The Military Language Tutor (MILT)
1998-11-01
interactive tutor in a Pentium based laptop computer. The first version of MILT with keyboard input was designed for Spanish and Arabic and can recognize... NLP ). The goal of the MILT design team was an authoring system which would require no formal external training and which could be learned within four
ERIC Educational Resources Information Center
Gasevic, Dragan; Devedzic, Vladan
2004-01-01
This paper presents Petri net software tool P3 that is developed for training purposes of the Architecture and organization of computers (AOC) course. The P3 has the following features: graphical modeling interface, interactive simulation by single and parallel (with previous conflict resolution) transition firing, two well-known Petri net…
Schmitt, Michael
2004-09-01
We study networks of spiking neurons that use the timing of pulses to encode information. Nonlinear interactions model the spatial groupings of synapses on the neural dendrites and describe the computations performed at local branches. Within a theoretical framework of learning we analyze the question of how many training examples these networks must receive to be able to generalize well. Bounds for this sample complexity of learning can be obtained in terms of a combinatorial parameter known as the pseudodimension. This dimension characterizes the computational richness of a neural network and is given in terms of the number of network parameters. Two types of feedforward architectures are considered: constant-depth networks and networks of unconstrained depth. We derive asymptotically tight bounds for each of these network types. Constant depth networks are shown to have an almost linear pseudodimension, whereas the pseudodimension of general networks is quadratic. Networks of spiking neurons that use temporal coding are becoming increasingly more important in practical tasks such as computer vision, speech recognition, and motor control. The question of how well these networks generalize from a given set of training examples is a central issue for their successful application as adaptive systems. The results show that, although coding and computation in these networks is quite different and in many cases more powerful, their generalization capabilities are at least as good as those of traditional neural network models.
[Computer-assisted multimedia interactive learning program "Primary Open-Angle Glaucoma"].
Dick, V B; Zenz, H; Eisenmann, D; Tekaat, C J; Wagner, R; Jacobi, K W
1996-05-01
Advances in the area of information technology have opened up new possibilities for the use of interactive media in the training of medical students. Classical instructional technologies, such as video, slides, audio cassettes and computer programs with a textbook orientation, have been merged into one multimedia computer system. The medical profession has been increasingly integrating computer-based applications which can be used, for example, for record keeping within a medical practice. The goal of this development is to provide access to all modes of information storage and retrieval as well as documentation and training systems within a specific context. Since the beginning of the winter semester 1995, the Department of Ophthalmology in Giessen has used the learning program "Primary Open Angle Glaucoma" in student instruction. One factor that contributed to the implementation of this project was that actual training using patients within the clinic is difficult to conduct. Media-supported training that can provide a simulation of actual practice offers a suitable substitute. The learning program has been installed on Power PCs (Apple MacIntosh), which make up the technical foundation of our system. The program was developed using Hypercard software, which provides userfriendly graphical work environment. This controls the input and retrieval of data, direct editing of documents, immediate simulation, the creation of on-screen documents and the integration of slides that have been scanned in as well as QuickTime films. All of this can be accomplished without any special knowledge of programming language or operating systems on the part of the user. The glaucoma learning program is structured along the lines of anatomy, including an explanation of the circulation of the aqueous humor, pathology, clinical symptoms and findings, diagnosis and treatment. This structure along with the possibility for creating a list of personal files for the user with a collection of illustrations and text allows for quick access to learning content. The program is designed in such a way that working with and through it is done in a manner conducive to learning. Student response to the learning program as an accompaniment to instruction has been positive. Independent, supplemental student learning by means of an interactive learning program has raised the quality of study within the sciences. The use of a pedagogically sound multimedia program, that is oriented toward problem solving and based on actual cases offers students the opportunity to actively work ophthalmological material. An additional benefit is the development of competence in working with computer-support information systems, something that is playing an ever-increasing role within the medical profession.
NASA Astrophysics Data System (ADS)
Zeng, Zhi-Ping; Zhao, Yan-Gang; Xu, Wen-Tao; Yu, Zhi-Wu; Chen, Ling-Kun; Lou, Ping
2015-04-01
The frequent use of bridges in high-speed railway lines greatly increases the probability that trains are running on bridges when earthquakes occur. This paper investigates the random vibrations of a high-speed train traversing a slab track on a continuous girder bridge subjected to track irregularities and traveling seismic waves by the pseudo-excitation method (PEM). To derive the equations of motion of the train-slab track-bridge interaction system, the multibody dynamics and finite element method models are used for the train and the track and bridge, respectively. By assuming track irregularities to be fully coherent random excitations with time lags between different wheels and seismic accelerations to be uniformly modulated, non-stationary random excitations with time lags between different foundations, the random load vectors of the equations of motion are transformed into a series of deterministic pseudo-excitations based on PEM and the wheel-rail contact relationship. A computer code is developed to obtain the time-dependent random responses of the entire system. As a case study, the random vibration characteristics of an ICE-3 high-speed train traversing a seven-span continuous girder bridge simultaneously excited by track irregularities and traveling seismic waves are analyzed. The influence of train speed and seismic wave propagation velocity on the random vibration characteristics of the bridge and train are discussed.
NASA Astrophysics Data System (ADS)
Matott, L. S.; Hymiak, B.; Reslink, C. F.; Baxter, C.; Aziz, S.
2012-12-01
As part of the NSF-sponsored 'URGE (Undergraduate Research Group Experiences) to Compute' program, Dr. Matott has been collaborating with talented Math majors to explore the design of cost-effective systems to safeguard groundwater supplies from contaminated sites. Such activity is aided by a combination of groundwater modeling, simulation-based optimization, and high-performance computing - disciplines largely unfamiliar to the students at the outset of the program. To help train and engage the students, a number of interactive and graphical software packages were utilized. Examples include: (1) a tutorial for exploring the behavior of evolutionary algorithms and other heuristic optimizers commonly used in simulation-based optimization; (2) an interactive groundwater modeling package for exploring alternative pump-and-treat containment scenarios at a contaminated site in Billings, Montana; (3) the R software package for visualizing various concepts related to subsurface hydrology; and (4) a job visualization tool for exploring the behavior of numerical experiments run on a large distributed computing cluster. Further engagement and excitement in the program was fostered by entering (and winning) a computer art competition run by the Coalition for Academic Scientific Computation (CASC). The winning submission visualizes an exhaustively mapped optimization cost surface and dramatically illustrates the phenomena of artificial minima - valley locations that correspond to designs whose costs are only partially optimal.
Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.
Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C
2016-03-01
Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.
NASA Astrophysics Data System (ADS)
Ferrara, R.; Leonardi, G.; Jourdan, F.
2013-09-01
A numerical model to predict train-induced vibrations is presented. The dynamic computation considers mutual interactions in vehicle/track coupled systems by means of a finite and discrete elements method. The rail defects and the case of out-of-round wheels are considered. The dynamic interaction between the wheel-sets and the rail is accomplished by using the non-linear Hertzian model with hysteresis damping. A sensitivity analysis is done to evaluate the variables affecting more the maintenance costs. The rail-sleeper contact is assumed extended to an area-defined contact zone, rather than a single-point assumption which fits better real case studies. Experimental validations show how prediction fits well experimental data.
The power of digital audio in interactive instruction: An unexploited medium
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pratt, J.; Trainor, M.
1989-01-01
Widespread use of audio in computer-based training (CBT) occurred with the advent of the interactive videodisc technology. This paper discusses the alternative of digital audio, which, unlike videodisc audio, enables one to rapidly revise the audio used in the CBT and which may be used in nonvideo CBT applications as well. We also discuss techniques used in audio script writing, editing, and production. Results from evaluations indicate a high degree of user satisfaction. 4 refs.
Interactive machine learning for health informatics: when do we need the human-in-the-loop?
Holzinger, Andreas
2016-06-01
Machine learning (ML) is the fastest growing field in computer science, and health informatics is among the greatest challenges. The goal of ML is to develop algorithms which can learn and improve over time and can be used for predictions. Most ML researchers concentrate on automatic machine learning (aML), where great advances have been made, for example, in speech recognition, recommender systems, or autonomous vehicles. Automatic approaches greatly benefit from big data with many training sets. However, in the health domain, sometimes we are confronted with a small number of data sets or rare events, where aML-approaches suffer of insufficient training samples. Here interactive machine learning (iML) may be of help, having its roots in reinforcement learning, preference learning, and active learning. The term iML is not yet well used, so we define it as "algorithms that can interact with agents and can optimize their learning behavior through these interactions, where the agents can also be human." This "human-in-the-loop" can be beneficial in solving computationally hard problems, e.g., subspace clustering, protein folding, or k-anonymization of health data, where human expertise can help to reduce an exponential search space through heuristic selection of samples. Therefore, what would otherwise be an NP-hard problem, reduces greatly in complexity through the input and the assistance of a human agent involved in the learning phase.
The development of a virtual camera system for astronaut-rover planetary exploration.
Platt, Donald W; Boy, Guy A
2012-01-01
A virtual assistant is being developed for use by astronauts as they use rovers to explore the surface of other planets. This interactive database, called the Virtual Camera (VC), is an interactive database that allows the user to have better situational awareness for exploration. It can be used for training, data analysis and augmentation of actual surface exploration. This paper describes the development efforts and Human-Computer Interaction considerations for implementing a first-generation VC on a tablet mobile computer device. Scenarios for use will be presented. Evaluation and success criteria such as efficiency in terms of processing time and precision situational awareness, learnability, usability, and robustness will also be presented. Initial testing and the impact of HCI design considerations of manipulation and improvement in situational awareness using a prototype VC will be discussed.
Horn-Ritzinger, Sabine; Bernhardt, Johannes; Horn, Michael; Smolle, Josef
2011-04-01
The importance of inductive instruction in medical education is increasingly growing. Little is known about the relevance of prior knowledge regarding students' inductive reasoning abilities. The purpose is to evaluate this inductive teaching method as a means of fostering higher levels of learning and to explore how individual differences in prior knowledge (high [HPK] vs. low [LPK]) contribute to students' inductive reasoning skills. Twenty-six LPK and 18 HPK students could train twice with an interactive computer-based training object to discover the underlying concept before doing the final comprehension check. Students had a median of 76.9% of correct answers in the first, 90.9% in the second training, and answered 92% of the final assessment questions correctly. More important, 86% of all students succeeded with inductive learning, among them 83% of the HPK students and 89% of the LPK students. Prior knowledge did not predict performance on overall comprehension. This inductive instructional strategy fostered students' deep approaches to learning in a time-effective way.
The use of ERTS imagery in reservoir management and operation
NASA Technical Reports Server (NTRS)
Cooper, S. (Principal Investigator)
1973-01-01
There are no author-identified significant results in this report. Preliminary analysis of ERTS-1 imagery suggests that the configuration and areal coverage of surface waters, as well as other hydrologically related terrain features, may be obtained from ERTS-1 imagery to an extent that would be useful. Computer-oriented pattern recognition techniques are being developed to help automate the identification and analysis of hydrologic features. Considerable man-machine interaction is required while training the computer for these tasks.
NASA Technical Reports Server (NTRS)
Tompkins, F. G.
1983-01-01
The report presents guidance for the NASA Computer Security Program Manager and the NASA Center Computer Security Officials as they develop training requirements and implement computer security training programs. NASA audiences are categorized based on the computer security knowledge required to accomplish identified job functions. Training requirements, in terms of training subject areas, are presented for both computer security program management personnel and computer resource providers and users. Sources of computer security training are identified.
A Review of Hazard Anticipation Training Programs for Young Drivers
McDonald, Catherine C.; Goodwin, Arthur H.; Pradhan, Anuj K.; Romoser, Matthew R.E.; Williams, Allan F.
2015-01-01
Purpose Poor hazard anticipation skills are a risk factor associated with high motor vehicle crash rates of young drivers. A number of programs have been developed to improve these skills. The purpose of this review was to assess the empirical literature on hazard anticipation training for young drivers. Methods Studies were included if they: 1) included an assessment of hazard anticipation training outcomes; 2) were published between January 1, 1980 and December 31, 2013 in an English language peer-reviewed journal or conference proceeding; and 3) included at least one group that uniquely comprised a cohort of participants <21 years. Nineteen studies met inclusion criteria. Results Studies used a variety of training methods including interactive computer programs, videos, simulation, commentary driving, or a combination of approaches. Training effects were predominantly measured through computer-based testing and driving simulation with eye tracking. Four studies included an on-road evaluation. Most studies evaluated short-term outcomes (immediate or few days). In all studies, young drivers showed improvement in selected hazard anticipation outcomes, but none investigated crash effects. Conclusions Although there is promise in existing programs, future research should include long-term follow up, evaluate crash outcomes, and assess the optimal timing of hazard anticipation training taking into account the age and experience level of young drivers. PMID:26112734
De, Suvranu; Deo, Dhannanjay; Sankaranarayanan, Ganesh; Arikatla, Venkata S.
2012-01-01
Background While an update rate of 30 Hz is considered adequate for real time graphics, a much higher update rate of about 1 kHz is necessary for haptics. Physics-based modeling of deformable objects, especially when large nonlinear deformations and complex nonlinear material properties are involved, at these very high rates is one of the most challenging tasks in the development of real time simulation systems. While some specialized solutions exist, there is no general solution for arbitrary nonlinearities. Methods In this work we present PhyNNeSS - a Physics-driven Neural Networks-based Simulation System - to address this long-standing technical challenge. The first step is an off-line pre-computation step in which a database is generated by applying carefully prescribed displacements to each node of the finite element models of the deformable objects. In the next step, the data is condensed into a set of coefficients describing neurons of a Radial Basis Function network (RBFN). During real-time computation, these neural networks are used to reconstruct the deformation fields as well as the interaction forces. Results We present realistic simulation examples from interactive surgical simulation with real time force feedback. As an example, we have developed a deformable human stomach model and a Penrose-drain model used in the Fundamentals of Laparoscopic Surgery (FLS) training tool box. Conclusions A unique computational modeling system has been developed that is capable of simulating the response of nonlinear deformable objects in real time. The method distinguishes itself from previous efforts in that a systematic physics-based pre-computational step allows training of neural networks which may be used in real time simulations. We show, through careful error analysis, that the scheme is scalable, with the accuracy being controlled by the number of neurons used in the simulation. PhyNNeSS has been integrated into SoFMIS (Software Framework for Multimodal Interactive Simulation) for general use. PMID:22629108
ERIC Educational Resources Information Center
Association for Applied Interactive Multimedia, Columbia, SC.
This proceedings of the Association for Applied Interactive Multimedia 1993 conference includes the following papers: "Multimedia in Education and Training: 'Promises and Challenges'" (H. D. Ellis); "Critical Thinking in the Multimedia, Self-Paced English Classroom" (L. Mortensen); "Computer Assisted Instruction" (C.…
ERIC Educational Resources Information Center
Meritt, Julia; Gibson, David; Christensen, Rhonda; Knezek, Gerald
2013-01-01
Two alternative technologies forming the basis of computer-mediated teacher preparation systems are compared and contrasted regarding implementation, operation, and assessment considerations. The role-playing system in Second Life is shown to have the unique characteristic of developing a co-constructed pedagogical identity, while the flight…
Text, Graphics, and Multimedia Materials Employed in Learning a Computer-Based Procedural Task
ERIC Educational Resources Information Center
Coffindaffer, Kari Christine Carlson
2010-01-01
The present research study investigated the interaction of graphic design students with different forms of software training materials. Four versions of the procedural task instructions were developed (A) Traditional Textbook with Still Images, (B) Modified Text with Integrated Still Images, (C) Onscreen Modified Text with Silent Onscreen Video…
Interactions between Prefrontal Cortex and Cerebellum Revealed by Trace Eyelid Conditioning
ERIC Educational Resources Information Center
Kalmbach, Brian E.; Ohyama, Tatsuya; Kreider, Joy C.; Riusech, Frank; Mauk, Michael D.
2009-01-01
Eyelid conditioning has proven useful for analysis of learning and computation in the cerebellum. Two variants, delay and trace conditioning, differ only by the relative timing of the training stimuli. Despite the subtlety of this difference, trace eyelid conditioning is prevented by lesions of the cerebellum, hippocampus, or medial prefrontal…
Shock Train/Boundary-Layer Interaction in Rectangular Scramjet Isolators
NASA Astrophysics Data System (ADS)
Geerts, Jonathan Simon
Numerous studies of the dual-mode scramjet isolator, a critical component in preventing inlet unstart and/or vehicle loss by containing a collection of flow disturbances called a shock train, have been performed since the dual-mode propulsion cycle was introduced in the 1960s. Low momentum corner flow and other three-dimensional effects inherent to rectangular isolators have, however, been largely ignored in experimental studies of the boundary layer separation driven isolator shock train dynamics. Furthermore, the use of two dimensional diagnostic techniques in past works, be it single-perspective line-of-sight schlieren/shadowgraphy or single axis wall pressure measurements, have been unable to resolve the three-dimensional flow features inside the rectangular isolator. These flow characteristics need to be thoroughly understood if robust dual-mode scramjet designs are to be fielded. The work presented in this thesis is focused on experimentally analyzing shock train/boundary layer interactions from multiple perspectives in aspect ratio 1.0, 3.0, and 6.0 rectangular isolators with inflow Mach numbers ranging from 2.4 to 2.7. Secondary steady-state Computational Fluid Dynamics studies are performed to compare to the experimental results and to provide additional perspectives of the flow field. Specific issues that remain unresolved after decades of isolator shock train studies that are addressed in this work include the three-dimensional formation of the isolator shock train front, the spatial and temporal low momentum corner flow separation scales, the transient behavior of shock train/boundary layer interaction at specific coordinates along the isolator's lateral axis, and effects of the rectangular geometry on semi-empirical relations for shock train length prediction. (Abstract shortened by ProQuest.).
Anxiety and Threat-Related Attention: Cognitive-Motivational Framework and Treatment.
Mogg, Karin; Bradley, Brendan P
2018-03-01
Research in experimental psychopathology and cognitive theories of anxiety highlight threat-related attention biases (ABs) and underpin the development of a computer-delivered treatment for anxiety disorders: attention-bias modification (ABM) training. Variable effects of ABM training on anxiety and ABs generate conflicting research recommendations, novel ABM training procedures, and theoretical controversy. This article summarises an updated cognitive-motivational framework, integrating proposals from cognitive models of anxiety and attention, as well as evidence of ABs. Interactions between motivational salience-driven and goal-directed influences on multiple cognitive processes (e.g., stimulus evaluation, inhibition, switching, orienting) underlie anxiety and the variable manifestations of ABs (orienting towards and away from threat; threat-distractor interference). This theoretical analysis also considers ABM training as cognitive skill training, describes a conceptual framework for evaluating/developing novel ABM training procedures, and complements network-based research on reciprocal anxiety-cognition relationships. Copyright © 2018 The Authors. Published by Elsevier Ltd.. All rights reserved.
Quick fuzzy backpropagation algorithm.
Nikov, A; Stoeva, S
2001-03-01
A modification of the fuzzy backpropagation (FBP) algorithm called QuickFBP algorithm is proposed, where the computation of the net function is significantly quicker. It is proved that the FBP algorithm is of exponential time complexity, while the QuickFBP algorithm is of polynomial time complexity. Convergence conditions of the QuickFBP, resp. the FBP algorithm are defined and proved for: (1) single output neural networks in case of training patterns with different targets; and (2) multiple output neural networks in case of training patterns with equivalued target vector. They support the automation of the weights training process (quasi-unsupervised learning) establishing the target value(s) depending on the network's input values. In these cases the simulation results confirm the convergence of both algorithms. An example with a large-sized neural network illustrates the significantly greater training speed of the QuickFBP rather than the FBP algorithm. The adaptation of an interactive web system to users on the basis of the QuickFBP algorithm is presented. Since the QuickFBP algorithm ensures quasi-unsupervised learning, this implies its broad applicability in areas of adaptive and adaptable interactive systems, data mining, etc. applications.
Ubiquitous Wireless Smart Sensing and Control
NASA Technical Reports Server (NTRS)
Wagner, Raymond
2013-01-01
Need new technologies to reliably and safely have humans interact within sensored environments (integrated user interfaces, physical and cognitive augmentation, training, and human-systems integration tools). Areas of focus include: radio frequency identification (RFID), motion tracking, wireless communication, wearable computing, adaptive training and decision support systems, and tele-operations. The challenge is developing effective, low cost/mass/volume/power integrated monitoring systems to assess and control system, environmental, and operator health; and accurately determining and controlling the physical, chemical, and biological environments of the areas and associated environmental control systems.
Ubiquitous Wireless Smart Sensing and Control. Pumps and Pipes JSC: Uniquely Houston
NASA Technical Reports Server (NTRS)
Wagner, Raymond
2013-01-01
Need new technologies to reliably and safely have humans interact within sensored environments (integrated user interfaces, physical and cognitive augmentation, training, and human-systems integration tools).Areas of focus include: radio frequency identification (RFID), motion tracking, wireless communication, wearable computing, adaptive training and decision support systems, and tele-operations. The challenge is developing effective, low cost/mass/volume/power integrated monitoring systems to assess and control system, environmental, and operator health; and accurately determining and controlling the physical, chemical, and biological environments of the areas and associated environmental control systems.
Using 3D computer simulations to enhance ophthalmic training.
Glittenberg, C; Binder, S
2006-01-01
To develop more effective methods of demonstrating and teaching complex topics in ophthalmology with the use of computer aided three-dimensional (3D) animation and interactive multimedia technologies. We created 3D animations and interactive computer programmes demonstrating the neuroophthalmological nature of the oculomotor system, including the anatomy, physiology and pathophysiology of the extra-ocular eye muscles and the oculomotor cranial nerves, as well as pupillary symptoms of neurological diseases. At the University of Vienna we compared their teaching effectiveness to conventional teaching methods in a comparative study involving 100 medical students, a multiple choice exam and a survey. The comparative study showed that our students achieved significantly better test results (80%) than the control group (63%) (diff. = 17 +/- 5%, p = 0.004). The survey showed a positive reaction to the software and a strong preference to have more subjects and techniques demonstrated in this fashion. Three-dimensional computer animation technology can significantly increase the quality and efficiency of the education and demonstration of complex topics in ophthalmology.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Connor, Carolyn Marie; Jacobson, Andree Lars; Bonnie, Amanda Marie
Sustainable and effective computing infrastructure depends critically on the skills and expertise of domain scientists and of committed and well-trained advanced computing professionals. But, in its ongoing High Performance Computing (HPC) work, Los Alamos National Laboratory noted a persistent shortage of well-prepared applicants, particularly for entry-level cluster administration, file systems administration, and high speed networking positions. Further, based upon recruiting efforts and interactions with universities graduating students in related majors of interest (e.g., computer science (CS)), there has been a long standing skillset gap, as focused training in HPC topics is typically lacking or absent in undergraduate and in evenmore » many graduate programs. Given that the effective operation and use of HPC systems requires specialized and often advanced training, that there is a recognized HPC skillset gap, and that there is intense global competition for computing and computational science talent, there is a long-standing and critical need for innovative approaches to help bridge the gap and create a well-prepared, next generation HPC workforce. Our paper places this need in the context of the HPC work and workforce requirements at Los Alamos National Laboratory (LANL) and presents one such innovative program conceived to address the need, bridge the gap, and grow an HPC workforce pipeline at LANL. The Computer System, Cluster, and Networking Summer Institute (CSCNSI) completed its 10th year in 2016. The story of the CSCNSI and its evolution is detailed below with a description of the design of its Boot Camp, and a summary of its success and some key factors that have enabled that success.« less
Connor, Carolyn Marie; Jacobson, Andree Lars; Bonnie, Amanda Marie; ...
2016-11-01
Sustainable and effective computing infrastructure depends critically on the skills and expertise of domain scientists and of committed and well-trained advanced computing professionals. But, in its ongoing High Performance Computing (HPC) work, Los Alamos National Laboratory noted a persistent shortage of well-prepared applicants, particularly for entry-level cluster administration, file systems administration, and high speed networking positions. Further, based upon recruiting efforts and interactions with universities graduating students in related majors of interest (e.g., computer science (CS)), there has been a long standing skillset gap, as focused training in HPC topics is typically lacking or absent in undergraduate and in evenmore » many graduate programs. Given that the effective operation and use of HPC systems requires specialized and often advanced training, that there is a recognized HPC skillset gap, and that there is intense global competition for computing and computational science talent, there is a long-standing and critical need for innovative approaches to help bridge the gap and create a well-prepared, next generation HPC workforce. Our paper places this need in the context of the HPC work and workforce requirements at Los Alamos National Laboratory (LANL) and presents one such innovative program conceived to address the need, bridge the gap, and grow an HPC workforce pipeline at LANL. The Computer System, Cluster, and Networking Summer Institute (CSCNSI) completed its 10th year in 2016. The story of the CSCNSI and its evolution is detailed below with a description of the design of its Boot Camp, and a summary of its success and some key factors that have enabled that success.« less
FACE computer simulation. [Flexible Arm Controls Experiment
NASA Technical Reports Server (NTRS)
Sadeh, Willy Z.; Szmyd, Jeffrey A.
1990-01-01
A computer simulation of the FACE (Flexible Arm Controls Experiment) was conducted to assess its design for use in the Space Shuttle. The FACE is supposed to be a 14-ft long articulate structure with 4 degrees of freedom, consisting of shoulder pitch and yaw, elbow pitch, and wrist pitch. Kinematics of the FACE was simulated to obtain data on arm operation, function, workspace and interaction. Payload capture ability was modeled. The simulation indicates the capability for detailed kinematic simulation and payload capture ability analysis, and the feasibility of real-time simulation was determined. In addition, the potential for interactive real-time training through integration of the simulation with various interface controllers was revealed. At this stage, the flexibility of the arm was not yet considered.
NASA Astrophysics Data System (ADS)
Andersson, Robin; Torstensson, Peter T.; Kabo, Elena; Larsson, Fredrik
2015-11-01
A two-dimensional computational model for assessment of rolling contact fatigue induced by discrete rail surface irregularities, especially in the context of so-called squats, is presented. Dynamic excitation in a wide frequency range is considered in computationally efficient time-domain simulations of high-frequency dynamic vehicle-track interaction accounting for transient non-Hertzian wheel-rail contact. Results from dynamic simulations are mapped onto a finite element model to resolve the cyclic, elastoplastic stress response in the rail. Ratcheting under multiple wheel passages is quantified. In addition, low cycle fatigue impact is quantified using the Jiang-Sehitoglu fatigue parameter. The functionality of the model is demonstrated by numerical examples.
Mammographic interpretation training in the UK: current difficulties and future outlook
NASA Astrophysics Data System (ADS)
Chen, Yan; Gale, Alastair G.; Scott, Hazel
2009-02-01
In the UK, most mammographic interpretation training needs to be undertaken where there is a mammo-alternator or other suitable light box; consequently limiting the time and places where training can take place. However, the gradual introduction of digital mammography is opening up new opportunities of providing such training without the restriction of current viewing devices. Whilst high-resolution monitors in appropriate viewing environments are de rigour for actual reporting; advantages of the digital image over film are in the flexibility of training opportunity afforded, e.g. training whenever, wherever suits the individual. A previous study indicated the possible potential for reporting mammographic cases utilising handheld devices with suitable interaction techniques. In a pilot study, a group of mammographers (n=4) were questioned in semi-structured interviews in order to help establish current UK film-readers' training profile. On the basis of the pilot study data, 109 Breast Screening Units (601 film readers) were approached to complete a structured questionnaire in order to establish the potential role of smaller computer devices in mammographic interpretation training (given the use of digital mammography). Subsequently, a study of radiologists' visual search behaviour in digital screening has begun. This has highlighted different image manipulations than found in structured experiments in this area and poses new challenges for visualising the inspection process. Overall the results indicate that using different display sizes for training is possible but is also a challenging task requiring novel interaction approaches.
McKay, E
2000-01-01
An innovative research program was devised to investigate the interactive effect of instructional strategies enhanced with text-plus-textual metaphors or text-plus-graphical metaphors, and cognitive style on the acquisition of programming concepts. The Cognitive Styles Analysis (CSA) program (Riding,1991) was used to establish the participants' cognitive style. The QUEST Interactive Test Analysis System (Adams and Khoo,1996) provided the cognitive performance measuring tool, which ensured an absence of error measurement in the programming knowledge testing instruments. Therefore, reliability of the instrumentation was assured through the calibration techniques utilized by the QUEST estimate; providing predictability of the research design. A means analysis of the QUEST data, using the Cohen (1977) approach to size effect and statistical power further quantified the significance of the findings. The experimental methodology adopted for this research links the disciplines of instructional science, cognitive psychology, and objective measurement to provide reliable mechanisms for beneficial use in the evaluation of cognitive performance by the education, training and development sectors. Furthermore, the research outcomes will be of interest to educators, cognitive psychologists, communications engineers, and computer scientists specializing in computer-human interactions.
Hooker, Christine I; Bruce, Lori; Fisher, Melissa; Verosky, Sara C; Miyakawa, Asako; D'Esposito, Mark; Vinogradov, Sophia
2013-08-30
Both cognitive and social-cognitive deficits impact functional outcome in schizophrenia. Cognitive remediation studies indicate that targeted cognitive and/or social-cognitive training improves behavioral performance on trained skills. However, the neural effects of training in schizophrenia and their relation to behavioral gains are largely unknown. This study tested whether a 50-h intervention which included both cognitive and social-cognitive training would influence neural mechanisms that support social ccognition. Schizophrenia participants completed a computer-based intervention of either auditory-based cognitive training (AT) plus social-cognition training (SCT) (N=11) or non-specific computer games (CG) (N=11). Assessments included a functional magnetic resonance imaging (fMRI) task of facial emotion recognition, and behavioral measures of cognition, social cognition, and functional outcome. The fMRI results showed the predicted group-by-time interaction. Results were strongest for emotion recognition of happy, surprise and fear: relative to CG participants, AT+SCT participants showed a neural activity increase in bilateral amygdala, right putamen and right medial prefrontal cortex. Across all participants, pre-to-post intervention neural activity increase in these regions predicted behavioral improvement on an independent emotion perception measure (MSCEIT: Perceiving Emotions). Among AT+SCT participants alone, neural activity increase in right amygdala predicted behavioral improvement in emotion perception. The findings indicate that combined cognition and social-cognition training improves neural systems that support social-cognition skills. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting
NASA Astrophysics Data System (ADS)
Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong
There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.
Virtual reality: emerging role of simulation training in vascular access.
Davidson, Ingemar J A; Lok, Charmaine; Dolmatch, Bart; Gallieni, Maurizio; Nolen, Billy; Pittiruti, Mauro; Ross, John; Slakey, Douglas
2012-11-01
Evolving new technologies in vascular access mandate increased attention to patient safety; an often overlooked yet valuable training tool is simulation. For the end-stage renal disease patient, simulation tools are effective for all aspects of creating access for peritoneal dialysis and hemodialysis. Based on aviation principles, known as crew resource management, we place equal emphasis on team training as individual training to improve interactions between team members and systems, cumulating in improved safety. Simulation allows for environmental control and standardized procedures, letting the trainee practice and correct mistakes without harm to patients, compared with traditional patient-based training. Vascular access simulators range from suture devices, to pressurized tunneled conduits for needle cannulation, to computer-based interventional simulators. Simulation training includes simulated case learning, root cause analysis of adverse outcomes, and continual update and refinement of concepts. Implementation of effective human to complex systems interaction in end-stage renal disease patients involves a change in institutional culture. Three concepts discussed in this article are as follows: (1) the need for user-friendly systems and technology to enhance performance, (2) the necessity for members to both train and work together as a team, and (3) the team assigned to use the system must test and practice it to a proficient level before safely using the system on patients. Copyright © 2012 Elsevier Inc. All rights reserved.
A hybrid modelling approach for predicting ground vibration from trains
NASA Astrophysics Data System (ADS)
Triepaischajonsak, N.; Thompson, D. J.
2015-01-01
The prediction of ground vibration from trains presents a number of difficulties. The ground is effectively an infinite medium, often with a layered structure and with properties that may vary greatly from one location to another. The vibration from a passing train forms a transient event, which limits the usefulness of steady-state frequency domain models. Moreover, there is often a need to consider vehicle/track interaction in more detail than is commonly used in frequency domain models, such as the 2.5D approach, while maintaining the computational efficiency of the latter. However, full time-domain approaches involve large computation times, particularly where three-dimensional ground models are required. Here, a hybrid modelling approach is introduced. The vehicle/track interaction is calculated in the time domain in order to be able t account directly for effects such as the discrete sleeper spacing. Forces acting on the ground are extracted from this first model and used in a second model to predict the ground response at arbitrary locations. In the present case the second model is a layered ground model operating in the frequency domain. Validation of the approach is provided by comparison with an existing frequency domain model. The hybrid model is then used to study the sleeper-passing effect, which is shown to be less significant than excitation due to track unevenness in all the cases considered.
2003-03-01
sociocultural theory of learning was pioneered by Lev Vygotsky in the early twentieth century Soviet Union. Although his works were not published...Overview ....................................................................................................................... 14 Learning Theories ...and Teaching Strategies .................................................................. 14 Learning Theories and CBT
Prediction of Environmental Impact of High-Energy Materials with Atomistic Computer Simulations
2010-11-01
from a training set of compounds. Other methods include Quantitative Struc- ture-Activity Relationship ( QSAR ) and Quantitative Structure-Property...26 28 the development of QSPR/ QSAR models, in contrast to boiling points and critical parameters derived from empirical correlations, to improve...Quadratic Configuration Interaction Singles Doubles QSAR Quantitative Structure-Activity Relationship QSPR Quantitative Structure-Property
Adapting a Multifaceted U.S. HIV Prevention Education Program for Girls in Ghana
ERIC Educational Resources Information Center
Fiscian, Vivian Sarpomaa; Obeng, E. Kwame; Goldstein, Karen; Shea, Judy A.; Turner, Barbara J.
2009-01-01
We adapted a U.S. HIV prevention program to address knowledge gaps and cultural pressures that increase the risk of infection in adolescent Ghanaian girls. The theory-based nine-module HIV prevention program combines didactics and games, an interactive computer program about sugar daddies, and tie-and-dye training to demonstrate an economic…
The human factors of workstation telepresence
NASA Technical Reports Server (NTRS)
Smith, Thomas J.; Smith, Karl U.
1990-01-01
The term workstation telepresence has been introduced to describe human-telerobot compliance, which enables the human operator to effectively project his/her body image and behavioral skills to control of the telerobot itself. Major human-factors considerations for establishing high fidelity workstation telepresence during human-telerobot operation are discussed. Telerobot workstation telepresence is defined by the proficiency and skill with which the operator is able to control sensory feedback from direct interaction with the workstation itself, and from workstation-mediated interaction with the telerobot. Numerous conditions influencing such control have been identified. This raises the question as to what specific factors most critically influence the realization of high fidelity workstation telepresence. The thesis advanced here is that perturbations in sensory feedback represent a major source of variability in human performance during interactive telerobot operation. Perturbed sensory feedback research over the past three decades has established that spatial transformations or temporal delays in sensory feedback engender substantial decrements in interactive task performance, which training does not completely overcome. A recently developed social cybernetic model of human-computer interaction can be used to guide this approach, based on computer-mediated tracking and control of sensory feedback. How the social cybernetic model can be employed for evaluating the various modes, patterns, and integrations of interpersonal, team, and human-computer interactions which play a central role is workstation telepresence are discussed.
NASA Astrophysics Data System (ADS)
Butt, N.; Pidlisecky, A.; Ganshorn, H.; Cockett, R.
2015-12-01
The software company 3 Point Science has developed three interactive learning programs designed to teach, test and practice visualization skills and geoscience concepts. A study was conducted with 21 geoscience students at the University of Calgary who participated in 2 hour sessions of software interaction and written pre and post-tests. Computer and SMART touch table interfaces were used to analyze user interaction, problem solving methods and visualization skills. By understanding and pinpointing user problem solving methods it is possible to reconstruct viewpoints and thought processes. This could allow us to give personalized feedback in real time, informing the user of problem solving tips and possible misconceptions.
Day, Eric Anthony; Boatman, Paul R; Kowollik, Vanessa; Espejo, Jazmine; McEntire, Lauren E; Sherwin, Rachel E
2007-12-01
This study examined the effectiveness of collaborative training for individuals with low pretraining self-efficacy versus individuals with high pretraining self-efficacy regarding the acquisition of a complex skill that involved strong cognitive and psychomotor demands. Despite support for collaborative learning from the educational literature and the similarities between collaborative learning and interventions designed to remediate low self-efficacy, no research has addressed how self-efficacy and collaborative learning interact in contexts concerning complex skills and human-machine interactions. One hundred fifty-five young male adults trained either individually or collaboratively with a more experienced partner on a complex computer task that simulated the demands of a dynamic aviation environment. Participants also completed a task-specific measure of self-efficacy before, during, and after training. Collaborative training enhanced skill acquisition significantly more for individuals with low pretraining self-efficacy than for individuals with high pretraining self-efficacy. However, collaborative training did not bring the skill acquisition levels of those persons with low pretraining self-efficacy to the levels found for persons with high pretraining self-efficacy. Moreover, tests of mediation suggested that collaborative training may have enhanced appropriate skill development strategies without actually raising self-efficacy. Although collaborative training can facilitate the skill acquisition process for trainees with low self-efficacy, future research is needed that examines how the negative effects of low pretraining self-efficacy on complex skill acquisition can be more fully remediated. The differential effects of collaborative training as a function of self-efficacy highlight the importance of person analysis and tailoring training to meet differing trainee needs.
Computer-automated opponent for manned air-to-air combat simulations
NASA Technical Reports Server (NTRS)
Hankins, W. W., III
1979-01-01
Two versions of a real-time digital-computer program that operates a fighter airplane interactively against a human pilot in simulated air combat were evaluated. They function by replacing one of two pilots in the Langley differential maneuvering simulator. Both versions make maneuvering decisions from identical information and logic; they differ essentially in the aerodynamic models that they control. One is very complete, but the other is much simpler, primarily characterizing the airplane's performance (lift, drag, and thrust). Both models competed extremely well against highly trained U.S. fighter pilots.
Computer-aided system for interactive psychomotor testing
NASA Astrophysics Data System (ADS)
Selivanova, Karina G.; Ignashchuk, Olena V.; Koval, Leonid G.; Kilivnik, Volodymyr S.; Zlepko, Alexandra S.; Sawicki, Daniel; Kalizhanova, Aliya; Zhanpeisova, Aizhan; Smailova, Saule
2017-08-01
Nowadays research of psychomotor actions has taken a special place in education, sports, medicine, psychology etc. Development of computer system for psychomotor testing could help solve many operational problems in psychoneurology and psychophysiology and also determine the individual characteristics of fine motor skills. This is particularly relevant issue when it comes to children, students, athletes for definition of personal and professional features. The article presents the dynamics of a developing psychomotor skills and application in the training process of means. The results of testing indicated their significant impact on psychomotor skills development.
A Review of Hazard Anticipation Training Programs for Young Drivers.
McDonald, Catherine C; Goodwin, Arthur H; Pradhan, Anuj K; Romoser, Matthew R E; Williams, Allan F
2015-07-01
Poor hazard anticipation skills are a risk factor associated with high motor vehicle crash rates of young drivers. A number of programs have been developed to improve these skills. The purpose of this review was to assess the empirical literature on hazard anticipation training for young drivers. Studies were included if they (1) included an assessment of hazard anticipation training outcomes; (2) were published between January 1, 1980 and December 31, 2013 in an English language peer-reviewed journal or conference proceeding; and (3) included at least one group that uniquely comprised a cohort of participants aged <21 years. Nineteen studies met inclusion criteria. Studies used a variety of training methods including interactive computer programs, videos, simulation, commentary driving, or a combination of approaches. Training effects were predominantly measured through computer-based testing and driving simulation with eye tracking. Four studies included an on-road evaluation. Most studies evaluated short-term outcomes (immediate or few days). In all studies, young drivers showed improvement in selected hazard anticipation outcomes but none investigated crash effects. Although there is promise in existing programs, future research should include long-term follow-up, evaluate crash outcomes, and assess the optimal timing of hazard anticipation training taking into account the age and experience level of young drivers. Copyright © 2015 Society for Adolescent Health and Medicine. All rights reserved.
NASA Astrophysics Data System (ADS)
Zou, Jie; Gattani, Abhishek
2005-01-01
When completely automated systems don't yield acceptable accuracy, many practical pattern recognition systems involve the human either at the beginning (pre-processing) or towards the end (handling rejects). We believe that it may be more useful to involve the human throughout the recognition process rather than just at the beginning or end. We describe a methodology of interactive visual recognition for human-centered low-throughput applications, Computer Assisted Visual InterActive Recognition (CAVIAR), and discuss the prospects of implementing CAVIAR over the Internet. The novelty of CAVIAR is image-based interaction through a domain-specific parameterized geometrical model, which reduces the semantic gap between humans and computers. The user may interact with the computer anytime that she considers its response unsatisfactory. The interaction improves the accuracy of the classification features by improving the fit of the computer-proposed model. The computer makes subsequent use of the parameters of the improved model to refine not only its own statistical model-fitting process, but also its internal classifier. The CAVIAR methodology was applied to implement a flower recognition system. The principal conclusions from the evaluation of the system include: 1) the average recognition time of the CAVIAR system is significantly shorter than that of the unaided human; 2) its accuracy is significantly higher than that of the unaided machine; 3) it can be initialized with as few as one training sample per class and still achieve high accuracy; and 4) it demonstrates a self-learning ability. We have also implemented a Mobile CAVIAR system, where a pocket PC, as a client, connects to a server through wireless communication. The motivation behind a mobile platform for CAVIAR is to apply the methodology in a human-centered pervasive environment, where the user can seamlessly interact with the system for classifying field-data. Deploying CAVIAR to a networked mobile platform poses the challenge of classifying field images and programming under constraints of display size, network bandwidth, processor speed, and memory size. Editing of the computer-proposed model is performed on the handheld while statistical model fitting and classification take place on the server. The possibility that the user can easily take several photos of the object poses an interesting information fusion problem. The advantage of the Internet is that the patterns identified by different users can be pooled together to benefit all peer users. When users identify patterns with CAVIAR in a networked setting, they also collect training samples and provide opportunities for machine learning from their intervention. CAVIAR implemented over the Internet provides a perfect test bed for, and extends, the concept of Open Mind Initiative proposed by David Stork. Our experimental evaluation focuses on human time, machine and human accuracy, and machine learning. We devoted much effort to evaluating the use of our image-based user interface and on developing principles for the evaluation of interactive pattern recognition system. The Internet architecture and Mobile CAVIAR methodology have many applications. We are exploring in the directions of teledermatology, face recognition, and education.
SciSpark: Highly Interactive and Scalable Model Evaluation and Climate Metrics
NASA Astrophysics Data System (ADS)
Wilson, B. D.; Mattmann, C. A.; Waliser, D. E.; Kim, J.; Loikith, P.; Lee, H.; McGibbney, L. J.; Whitehall, K. D.
2014-12-01
Remote sensing data and climate model output are multi-dimensional arrays of massive sizes locked away in heterogeneous file formats (HDF5/4, NetCDF 3/4) and metadata models (HDF-EOS, CF) making it difficult to perform multi-stage, iterative science processing since each stage requires writing and reading data to and from disk. We are developing a lightning fast Big Data technology called SciSpark based on ApacheTM Spark. Spark implements the map-reduce paradigm for parallel computing on a cluster, but emphasizes in-memory computation, "spilling" to disk only as needed, and so outperforms the disk-based ApacheTM Hadoop by 100x in memory and by 10x on disk, and makes iterative algorithms feasible. SciSpark will enable scalable model evaluation by executing large-scale comparisons of A-Train satellite observations to model grids on a cluster of 100 to 1000 compute nodes. This 2nd generation capability for NASA's Regional Climate Model Evaluation System (RCMES) will compute simple climate metrics at interactive speeds, and extend to quite sophisticated iterative algorithms such as machine-learning (ML) based clustering of temperature PDFs, and even graph-based algorithms for searching for Mesocale Convective Complexes. The goals of SciSpark are to: (1) Decrease the time to compute comparison statistics and plots from minutes to seconds; (2) Allow for interactive exploration of time-series properties over seasons and years; (3) Decrease the time for satellite data ingestion into RCMES to hours; (4) Allow for Level-2 comparisons with higher-order statistics or PDF's in minutes to hours; and (5) Move RCMES into a near real time decision-making platform. We will report on: the architecture and design of SciSpark, our efforts to integrate climate science algorithms in Python and Scala, parallel ingest and partitioning (sharding) of A-Train satellite observations from HDF files and model grids from netCDF files, first parallel runs to compute comparison statistics and PDF's, and first metrics quantifying parallel speedups and memory & disk usage.
Robertson, Michelle M; Ciriello, Vincent M; Garabet, Angela M
2013-01-01
Work Related Musculoskeletal Disorders (WMSDs) among office workers with intensive computer use is widespread and the prevalence of symptoms is growing. This randomized controlled trial investigated the effects of an office ergonomics training combined with a sit-stand workstation on musculoskeletal and visual discomfort, behaviors and performance. Participants performed a lab-based customer service job for 8 h per day, over 15 days and were assigned to: Ergonomics Trained (n = 11) or Minimally Trained (n = 11). The training consisted of: a 1.5-h interactive instruction, a sit/stand practice period, and ergonomic reminders. Ergonomics Trained participants experienced minimal musculoskeletal and visual discomfort across the 15 days, varied their postures, with significantly higher performance compared to the Minimally Trained group who had a significantly higher number of symptoms, suggesting that training plays a critical role. The ability to mitigate symptoms, change behaviors and enhance performance through training combined with a sit-stand workstation has implications for preventing discomforts in office workers. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Computational Tools and Facilities for the Next-Generation Analysis and Design Environment
NASA Technical Reports Server (NTRS)
Noor, Ahmed K. (Compiler); Malone, John B. (Compiler)
1997-01-01
This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment.
Cross Domain Deterrence: Livermore Technical Report, 2014-2016
DOE Office of Scientific and Technical Information (OSTI.GOV)
Barnes, Peter D.; Bahney, Ben; Matarazzo, Celeste
2016-08-03
Lawrence Livermore National Laboratory (LLNL) is an original collaborator on the project titled “Deterring Complex Threats: The Effects of Asymmetry, Interdependence, and Multi-polarity on International Strategy,” (CDD Project) led by the UC Institute on Global Conflict and Cooperation at UCSD under PIs Jon Lindsay and Erik Gartzke , and funded through the DoD Minerva Research Initiative. In addition to participating in workshops and facilitating interaction among UC social scientists, LLNL is leading the computational modeling effort and assisting with empirical case studies to probe the viability of analytic, modeling and data analysis concepts. This report summarizes LLNL work on themore » CDD Project to date, primarily in Project Years 1-2, corresponding to Federal fiscal year 2015. LLNL brings two unique domains of expertise to bear on this Project: (1) access to scientific expertise on the technical dimensions of emerging threat technology, and (2) high performance computing (HPC) expertise, required for analyzing the complexity of bargaining interactions in the envisioned threat models. In addition, we have a small group of researchers trained as social scientists who are intimately familiar with the International Relations research. We find that pairing simulation scientists, who are typically trained in computer science, with domain experts, social scientists in this case, is the most effective route to developing powerful new simulation tools capable of representing domain concepts accurately and answering challenging questions in the field.« less
Spadaro, Savino; Karbing, Dan Stieper; Fogagnolo, Alberto; Ragazzi, Riccardo; Mojoli, Francesco; Astolfi, Luca; Gioia, Antonio; Marangoni, Elisabetta; Rees, Stephen Edward; Volta, Carlo Alberto
2017-12-01
Advances in knowledge regarding mechanical ventilation (MV), in particular lung-protective ventilation strategies, have been shown to reduce mortality. However, the translation of these advances in knowledge into better therapeutic performance in real-life clinical settings continues to lag. High-fidelity simulation with a mannequin allows students to interact in lifelike situations; this may be a valuable addition to traditional didactic teaching. The purpose of this study is to compare computer-based and mannequin-based approaches for training residents on MV. This prospective randomized single-blind trial involved 50 residents. All participants attended the same didactic lecture on respiratory pathophysiology and were subsequently randomized into two groups: the mannequin group (n = 25) and the computer screen-based simulator group (n = 25). One week later, each underwent a training assessment using five different scenarios of acute respiratory failure of different etiologies. Later, both groups underwent further testing of patient management, using in situ high-fidelity simulation of a patient with acute respiratory distress syndrome. Baseline knowledge was not significantly different between the two groups (P = 0.72). Regarding the training assessment, no significant differences were detected between the groups. In the final assessment, the scores of only the mannequin group significantly improved between the training and final session in terms of either global rating score [3.0 (2.5-4.0) vs. 2.0 (2.0-3.0), P = 0.005] or percentage of key score (82% vs. 71%, P = 0.001). Mannequin-based simulation has the potential to improve skills in managing MV.
Burmeister, Oliver K; Bernoth, Maree; Dietsch, Elaine; Cleary, Michelle
2016-06-01
Social interaction and connectedness is important to the mental health and wellbeing of older people. The aim of this research study was to facilitate and increase opportunities for social connectedness for older people living in regional areas through the use of technology training. Weekly technology training sessions were conducted at a Seniors Citizen's Club with a peer trainer (an experienced, retired computer teacher) and sessions were attended not only by the six study participants, but also by other club members, with up to 15 club members participating in sessions. Data analysis involved all documents generated by the project, including the individual interviews, researcher observations of training sessions, reports from the peer trainer and weekly diaries maintained by participants. Findings demonstrated that computer training at the Senior Citizens Club helped participants build group cohesion and to form tiered connections with partners, family, and friends with whom they no longer live. When the trainer is seen as a peer, and training is person-centred, older people are more receptive to learning, exploring, and experimenting with technology. Although only six people were involved in the in-depth evaluation part of the study, voluntary training with the trainer in the absence of any funding continues even to this present time. The outcome of this research reinforces the potential for technology facilitated tiered connectivity to enhance the quality of life for older people living in regional and rural Australia.
NASA Astrophysics Data System (ADS)
Taylor, Peggy Sue
Learning in computer-mediated conferencing systems requires frequent and open interaction in environments that foster sharing and examination of group knowledge and experiences. Written dialogue is the means by which this interaction takes place. This study examined the effects of a training program designed for facilitators in the e-Mentoring for Student Success (eMSS) program, which provides online induction for beginning science and mathematics teachers. The training was designed to improve the quality of dialogue among participants in the program. The intervention consisted of three components: (1) an online training institute prior to beginning of the program year, (2) placement of facilitators in positions within the discussion areas of the program, and (3) ongoing online support for practicing facilitators. Three examinations were conducted in this mixed-method study. First, preintervention program dialogue was quantitatively compared to post-intervention program dialogue through use of a program-specific rubric to code program discussions. Second, case studies were conducted to determine how the training affected the practices of seven program facilitators and which components of the training effected change or growth. Third, pre and post intervention surveys were administered to all participants of the training to obtain their perceptions of their development as a result of the intervention. Comparison of dialogue before and after the intervention indicated a significant improvement in dialogue quality in the discussion areas of the program. Case studies of facilitators' practices revealed areas of the training that impacted the skills and strategies that facilitators used in efforts to foster increased and improved dialogue. Survey results indicated that participants gained a better understanding of what constituted quality dialogue in terms of the eMSS program and how better to foster quality dialogue in an online environment. Components of the training found to be effective in helping facilitators to foster dialogue improvement were: (1) focus on program goals and vision, (2) focus on the nature of online communication, (3) practice with the analysis of actual program dialogue, (4) practice in composing effective online messages. Implications for online facilitators are discussed and recommendations are made for designing training for facilitators to work in computer-mediated conferences.
ERIC Educational Resources Information Center
Casey, Carl
1992-01-01
Discussion of transactions in computer-based instruction for ill-structured and visual domains focuses on two transactions developed for meteorology training that provide the capability to interact with video and graphic images at a very detailed level. Potential applications for the transactions are suggested, and early evaluation reports are…
ERIC Educational Resources Information Center
Reubsaet, A.; Reinaerts, E. B. M.; Brug, J.; van Hooff, J. P.; van den Borne, H. W.
2004-01-01
This paper describes the process evaluation of an organ donation education program for high school students aged 15-18 years of which the effectiveness was established. The program consisted of three components: a video with group discussion, an interactive computer-tailored program and a registration training session. A cross-sectional survey was…
1985-08-01
from the mainframe to the terminals is approximately 56k bits per second (21:3). Score: 8. Expandability. The number of terminals available to the 0...the systems controllers may access any files. For modem link up, a callback system is to be implemented to prevent unauthorized off post access (10:2
How well does voice interaction work in space?
NASA Technical Reports Server (NTRS)
Morris, Randy B.; Whitmore, Mihriban; Adam, Susan C.
1993-01-01
The methods and results of an evaluation of the Voice Navigator software package are discussed. The first phase or ground phase of the study consisted of creating, or training, computer voice files of specific commands. This consisted of repeating each of six commands eight times. The files were then tested for recognition accuracy by the software aboard the microgravity aircraft. During the second phase, both voice training and testing were performed in microgravity. Inflight training was done due to problems encountered in phase one which were believed to be caused by ambient noise levels. Both quantitative and qualitative data were collected. Only one of the commands was found to offer consistently high recognition rates across subjects during the second phase.
A virtual computer lab for distance biomedical technology education.
Locatis, Craig; Vega, Anibal; Bhagwat, Medha; Liu, Wei-Li; Conde, Jose
2008-03-13
The National Library of Medicine's National Center for Biotechnology Information offers mini-courses which entail applying concepts in biochemistry and genetics to search genomics databases and other information sources. They are highly interactive and involve use of 3D molecular visualization software that can be computationally taxing. Methods were devised to offer the courses at a distance so as to provide as much functionality of a computer lab as possible, the venue where they are normally taught. The methods, which can be employed with varied videoconferencing technology and desktop sharing software, were used to deliver mini-courses at a distance in pilot applications where students could see demonstrations by the instructor and the instructor could observe and interact with students working at their remote desktops. Student ratings of the learning experience and comments to open ended questions were similar to those when the courses are offered face to face. The real time interaction and the instructor's ability to access student desktops from a distance in order to provide individual assistance and feedback were considered invaluable. The technologies and methods mimic much of the functionality of computer labs and may be usefully applied in any context where content changes frequently, training needs to be offered on complex computer applications at a distance in real time, and where it is necessary for the instructor to monitor students as they work.
Virtual reality training improves balance function.
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-09-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.
Virtual reality training improves balance function
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-01-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651
ERIC Educational Resources Information Center
Balajthy, Ernest
1988-01-01
Discussion of the need for increased teacher training in computer applications in education focuses on the evaluation of a training module developed to train preservice teachers in computer applications for reading courses. Student ratings of the importance of computers, self-perception of knowledge of computers, and attitudes toward computers are…
Rich media streaming for just-in-time training of first responders
NASA Astrophysics Data System (ADS)
Bandera, Cesar; Marsico, Michael
2005-05-01
The diversity of first responders and of asymmetric threats precludes the effectiveness of any single training syllabus. Just-in-time training (JITT) addresses this variability, but requires training content to be quickly tailored to the subject (the threat), the learner (the responder), and the infrastructure (the C2 chain from DHS to the responder"s equipment). We present a distributed system for personalized just-in-time training of first responders. The authoring and delivery of interactive rich media and simulations, and the integration of JITT with C2 centers, are demonstrated. Live and archived video, imagery, 2-D and 3-D models, and simulations are autonomously (1) aggregated from object-oriented databases into SCORM-compliant objects, (2) tailored to the individual learner"s training history, preferences, connectivity and computing platform (from workstations to wireless PDAs), (3) conveyed as secure and reliable MPEG-4 compliant streams with data rights management, and (4) rendered as interactive high-definition rich media that promotes knowledge retention and the refinement of learner skills without the need of special hardware. We review the object-oriented implications of SCORM and the higher level profiles of the MPEG-4 standard, and show how JITT can be integrated into - and improve the ROI of - existing training infrastructures, including COTS content authoring tools, LMS/CMS, man-in-the-loop simulators, and legacy content. Lastly, we compare the audiovisual quality of different streaming platforms under varying connectivity conditions.
Rinewalt, Daniel; Williams, Betsy W; Reeves, Anthony P; Shah, Palmi; Hong, Edward; Mulshine, James L
2015-03-01
Higher resolution medical imaging platforms are rapidly emerging, but there is a challenge in applying these tools in a clinically meaningful way. The purpose of the current study was to evaluate a novel three-dimensional (3D) software imaging environment, known as interactive science publishing (ISP), in appraising 3D computed tomography images and to compare this approach with traditional planar (2D) imaging in a series of lung cancer cases. Twenty-four physician volunteers at different levels of training across multiple specialties were recruited to evaluate eight lung cancer-related clinical vignettes. The volunteers were asked to compare the performance of traditional 2D versus the ISP 3D imaging in assessing different visualization environments for diagnostic and measurement processes and to further evaluate the ISP tool in terms of general satisfaction, usability, and probable applicability. Volunteers were satisfied with both imaging methods; however, the 3D environment had significantly higher ratings. Measurement performance was comparable using both traditional 2D and 3D image evaluation. Physicians not trained in 2D measurement approaches versus those with such training demonstrated better performance with ISP and preferred working in the ISP environment. Recent postgraduates with only modest self-administered training performed equally well on 3D and 2D cases. This suggests that the 3D environment has no reduction in accuracy over the conventional 2D approach, while providing the advantage of a digital environment for cross-disciplinary interaction for shared problem solving. Exploration of more effective, efficient, self-directed training could potentially result in further improvement in image evaluation proficiency and potentially decrease training costs. Copyright © 2015. Published by Elsevier Inc.
seismo-live: Training in Seismology using Jupyter Notebooks
NASA Astrophysics Data System (ADS)
Igel, Heiner; Krischer, Lion; van Driel, Martin; Tape, Carl
2017-04-01
Practical training in computational methodologies is still underrepresented in Earth science curriculae despite the increasing use of sometimes highly sophisticated simulation and data processing technologies in research projects. At the same time well-engineered community codes make it easy to return results yet with the danger that the inherent traps of black-box solutions are not well understood. For this purpose we have initiated a community platform (www.seismo-live.org) where Python-based Jupyter notebooks can be accessed and run without necessary downloads or local software installations. The increasingly popular Jupyter notebooks allow combining markup language, graphics, equations, with interactive, executable python codes. The platform already includes general Python training, introduction to the ObsPy library for seismology as well as seismic data processing, noise analysis, and a variety of forward solvers for seismic wave propagation. In addition, an example is shown how Jupyter notebooks can be used to increase reproducibility of published results. Submission of Jupyter notebooks for general seismology are encouraged. The platform can be used for complementary teaching in Earth Science courses on compute-intensive research areas. We present recent developments and new features.
Sollet, P C; de Mol, E J; van Bemmel, J H
1987-01-01
For more than a decade the Department of Medical Informatics has offered one-week training courses on the subject of computer applications in medicine and health care. Since 1983 two courses are given at a rate of one course every two weeks. One course is on programming and problem solving and consists of three modules of increasing complexity in techniques and methods in programming and structured system development. This course focusses on only some aspects of medical informatics: the development of a medical information system, and the problems occurring in the process of automation. These aspects, however, are dealt with in detail. To this end the students are trained in using the programming system MUMPS and the fourth-generation software package AIDA. The second, introductory course is an intensive training on several distinct areas of man-machine interactions. It contains lessons in the fields of communication and recording; storage and retrieval and databases; computation and automation; recognition and diagnosis; and therapy and control. This paper describes the use of AIDA in developing and maintaining lessons for the latter course, and the assistance of AIDA for teaching purposes in the former course.
Cook, Peter F.; Spivak, Mark
2014-01-01
Having previously used functional MRI to map the response to a reward signal in the ventral caudate in awake unrestrained dogs, here we examined the importance of signal source to canine caudate activation. Hand signals representing either incipient reward or no reward were presented by a familiar human (each dog’s respective handler), an unfamiliar human, and via illustrated images of hands on a computer screen to 13 dogs undergoing voluntary fMRI. All dogs had received extensive training with the reward and no-reward signals from their handlers and with the computer images and had minimal exposure to the signals from strangers. All dogs showed differentially higher BOLD response in the ventral caudate to the reward versus no reward signals, and there was a robust effect at the group level. Further, differential response to the signal source had a highly significant interaction with a dog’s general aggressivity as measured by the C-BARQ canine personality assessment. Dogs with greater aggressivity showed a higher differential response to the reward signal versus no-reward signal presented by the unfamiliar human and computer, while dogs with lower aggressivity showed a higher differential response to the reward signal versus no-reward signal from their handler. This suggests that specific facets of canine temperament bear more strongly on the perceived reward value of relevant communication signals than does reinforcement history, as each of the dogs were reinforced similarly for each signal, regardless of the source (familiar human, unfamiliar human, or computer). A group-level psychophysiological interaction (PPI) connectivity analysis showed increased functional coupling between the caudate and a region of cortex associated with visual discrimination and learning on reward versus no-reward trials. Our findings emphasize the sensitivity of the domestic dog to human social interaction, and may have other implications and applications pertinent to the training and assessment of working and pet dogs. PMID:25289182
Li, Richard Y.; Di Felice, Rosa; Rohs, Remo; Lidar, Daniel A.
2018-01-01
Transcription factors regulate gene expression, but how these proteins recognize and specifically bind to their DNA targets is still debated. Machine learning models are effective means to reveal interaction mechanisms. Here we studied the ability of a quantum machine learning approach to predict binding specificity. Using simplified datasets of a small number of DNA sequences derived from actual binding affinity experiments, we trained a commercially available quantum annealer to classify and rank transcription factor binding. The results were compared to state-of-the-art classical approaches for the same simplified datasets, including simulated annealing, simulated quantum annealing, multiple linear regression, LASSO, and extreme gradient boosting. Despite technological limitations, we find a slight advantage in classification performance and nearly equal ranking performance using the quantum annealer for these fairly small training data sets. Thus, we propose that quantum annealing might be an effective method to implement machine learning for certain computational biology problems. PMID:29652405
NASA Technical Reports Server (NTRS)
Scott, D. W.
1994-01-01
This report describes efforts to use digital motion video compression technology to develop a highly portable device that would convert 1990-91 era IBM-compatible and/or MacIntosh notebook computers into full-color, motion-video capable multimedia training systems. An architecture was conceived that would permit direct conversion of existing laser-disk-based multimedia courses with little or no reauthoring. The project did not physically demonstrate certain critical video keying techniques, but their implementation should be feasible. This investigation of digital motion video has spawned two significant spaceflight projects at MSFC: one to downlink multiple high-quality video signals from Spacelab, and the other to uplink videoconference-quality video in realtime and high quality video off-line, plus investigate interactive, multimedia-based techniques for enhancing onboard science operations. Other airborne or spaceborne spinoffs are possible.
Surgery applications of virtual reality
NASA Technical Reports Server (NTRS)
Rosen, Joseph
1994-01-01
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
Web-based training: a new paradigm in computer-assisted instruction in medicine.
Haag, M; Maylein, L; Leven, F J; Tönshoff, B; Haux, R
1999-01-01
Computer-assisted instruction (CAI) programs based on internet technologies, especially on the world wide web (WWW), provide new opportunities in medical education. The aim of this paper is to examine different aspects of such programs, which we call 'web-based training (WBT) programs', and to differentiate them from conventional CAI programs. First, we will distinguish five different interaction types: presentation; browsing; tutorial dialogue; drill and practice; and simulation. In contrast to conventional CAI, there are four architectural types of WBT programs: client-based; remote data and knowledge; distributed teaching; and server-based. We will discuss the implications of the different architectures for developing WBT software. WBT programs have to meet other requirements than conventional CAI programs. The most important tools and programming languages for developing WBT programs will be listed and assigned to the architecture types. For the future, we expect a trend from conventional CAI towards WBT programs.
Virtual Reality-Enhanced Extinction of Phobias and Post-Traumatic Stress.
Maples-Keller, Jessica L; Yasinski, Carly; Manjin, Nicole; Rothbaum, Barbara Olasov
2017-07-01
Virtual reality (VR) refers to an advanced technological communication interface in which the user is actively participating in a computer-generated 3-dimensional virtual world that includes computer sensory input devices used to simulate real-world interactive experiences. VR has been used within psychiatric treatment for anxiety disorders, particularly specific phobias and post-traumatic stress disorder, given several advantages that VR provides for use within treatment for these disorders. Exposure therapy for anxiety disorder is grounded in fear-conditioning models, in which extinction learning involves the process through which conditioned fear responses decrease or are inhibited. The present review will provide an overview of extinction training and anxiety disorder treatment, advantages for using VR within extinction training, a review of the literature regarding the effectiveness of VR within exposure therapy for specific phobias and post-traumatic stress disorder, and limitations and future directions of the extant empirical literature.
NASA Technical Reports Server (NTRS)
Vadyak, J.; Hoffman, J. D.
1982-01-01
A computer program was developed which is capable of calculating the flow field in the supersonic portion of a mixed compression aircraft inlet operating at angle of attack. The supersonic core flow is computed using a second-order three dimensional method-of-characteristics algorithm. The bow shock and the internal shock train are treated discretely using a three dimensional shock fitting procedure. The boundary layer flows are computed using a second-order implicit finite difference method. The shock wave-boundary layer interaction is computed using an integral formulation. The general structure of the computer program is discussed, and a brief description of each subroutine is given. All program input parameters are defined, and a brief discussion on interpretation of the output is provided. A number of sample cases, complete with data listings, are provided.
Nosik, Melissa R; Williams, W Larry; Garrido, Natalia; Lee, Sarah
2013-01-01
In the current study, behavior skills training (BST) is compared to a computer based training package for teaching discrete trial instruction to staff, teaching an adult with autism. The computer based training package consisted of instructions, video modeling and feedback. BST consisted of instructions, modeling, rehearsal and feedback. Following training, participants were evaluated in terms of their accuracy on completing critical skills for running a discrete trial program. Six participants completed training; three received behavior skills training and three received the computer based training. Participants in the BST group performed better overall after training and during six week probes than those in the computer based training group. There were differences across both groups between research assistant and natural environment competency levels. Copyright © 2012 Elsevier Ltd. All rights reserved.
Bott, Oliver Johannes; Dresing, Klaus; Wagner, Markus; Raab, Björn-Werner; Teistler, Michael
2011-01-01
Mobile image intensifier systems (C-arms) are used frequently in orthopedic and reconstructive surgery, especially in trauma and emergency settings, but image quality and radiation exposure levels may vary widely, depending on the extent of the C-arm operator's knowledge and experience. Current training programs consist mainly of theoretical instruction in C-arm operation, the physical foundations of radiography, and radiation avoidance, and are largely lacking in hands-on application. A computer-based simulation program such as that tested by the authors may be one way to improve the effectiveness of C-arm training. In computer simulations of various scenarios commonly encountered in the operating room, trainees using the virtX program interact with three-dimensional models to test their knowledge base and improve their skill levels. Radiographs showing the simulated patient anatomy and surgical implants are "reconstructed" from data computed on the basis of the trainee's positioning of models of a C-arm, patient, and table, and are displayed in real time on the desktop monitor. Trainee performance is signaled in real time by color graphics in several control panels and, on completion of the exercise, is compared in detail with the performance of an expert operator. Testing of this computer-based training program in continuing medical education courses for operating room personnel showed an improvement in the overall understanding of underlying principles of intraoperative radiography performed with a C-arm, with resultant higher image quality, lower overall radiation exposure, and greater time efficiency. Supplemental material available at http://radiographics.rsna.org/lookup/suppl/doi:10.1148/rg.313105125/-/DC1. Copyright © RSNA, 2011.
2017-08-01
principles for effective Computer-Based Training (CBT) that can be applied broadly to Army courses to build and evaluate exemplar CBT for Army advanced...individual training courses. To assist cadre who do not have a dedicated instructional design team, the Computer-Based Training Principles Guide was...document is the resulting contents, organization, and presentation style of the Computer- Based Training Principles Guide and its companion User’s Guide
ERIC Educational Resources Information Center
Stecher, Brian
A training program in computer educationtTested in 89 secondary schools focused on the use of computers as tools in all subject areas. Each school received enough computers and software from IBM to equip a full computer laboratory. The schools were organized into local networks in eight regions and received training and continuing support in these…
Zhang, Zhixia; Zhan, Xingxin; Li, Yingxue; Hu, Rong; Yan, Weirong
2015-01-01
Equitable access to basic public health services is a priority in China. However, primary healthcare workers' competence to deliver public health services is relatively poor because they lack professional training. Since the availability of web-based training has increased in China, the current study explored stakeholders' perceptions of a web-based training program on basic public health services to understand their thoughts, experiences, and attitudes about it. Six focus group discussions with primary healthcare workers and three with directors of township hospitals, county-level Health Bureaus, and county-level Centers for Disease Control and Prevention were conducted in Yichang City during 2013. Semi-structured topic guides were used to facilitate qualitative data collection. Audio recordings of the sessions were transcribed verbatim and theme analysis was performed. Most of the study's participants, especially the village doctors, had insufficient knowledge of basic public health services. The existing training program for primary healthcare workers consisted of ineffective traditional face-to-face sessions and often posed accessibility problems for the trainees. Most of the study's participants had a positive attitude about web-based learning and expressed a strong desire to receive this novel training approach because of its flexibility and convenience. The perceived barriers to utilizing the web-based training method included poor computer literacy, lack of personal interaction, inadequate infrastructure, and lack of time and motivation. The facilitators of this approach included the training content applicability, the user-friendly and interactive learning format, and policy support. Web-based training on basic public health services is a promising option in rural China. The findings of the study will contribute knowledge to implementation of web-based training in similar settings.
Zhang, Zhixia; Zhan, Xingxin; Li, Yingxue; Hu, Rong; Yan, Weirong
2015-01-01
Background Equitable access to basic public health services is a priority in China. However, primary healthcare workers’ competence to deliver public health services is relatively poor because they lack professional training. Since the availability of web-based training has increased in China, the current study explored stakeholders’ perceptions of a web-based training program on basic public health services to understand their thoughts, experiences, and attitudes about it. Methods Six focus group discussions with primary healthcare workers and three with directors of township hospitals, county-level Health Bureaus, and county-level Centers for Disease Control and Prevention were conducted in Yichang City during 2013. Semi-structured topic guides were used to facilitate qualitative data collection. Audio recordings of the sessions were transcribed verbatim and theme analysis was performed. Results Most of the study’s participants, especially the village doctors, had insufficient knowledge of basic public health services. The existing training program for primary healthcare workers consisted of ineffective traditional face-to-face sessions and often posed accessibility problems for the trainees. Most of the study’s participants had a positive attitude about web-based learning and expressed a strong desire to receive this novel training approach because of its flexibility and convenience. The perceived barriers to utilizing the web-based training method included poor computer literacy, lack of personal interaction, inadequate infrastructure, and lack of time and motivation. The facilitators of this approach included the training content applicability, the user-friendly and interactive learning format, and policy support. Conclusions Web-based training on basic public health services is a promising option in rural China. The findings of the study will contribute knowledge to implementation of web-based training in similar settings. PMID:25961727
Meng, Jun; Shi, Lin; Luan, Yushi
2014-01-01
Background Confident identification of microRNA-target interactions is significant for studying the function of microRNA (miRNA). Although some computational miRNA target prediction methods have been proposed for plants, results of various methods tend to be inconsistent and usually lead to more false positive. To address these issues, we developed an integrated model for identifying plant miRNA–target interactions. Results Three online miRNA target prediction toolkits and machine learning algorithms were integrated to identify and analyze Arabidopsis thaliana miRNA-target interactions. Principle component analysis (PCA) feature extraction and self-training technology were introduced to improve the performance. Results showed that the proposed model outperformed the previously existing methods. The results were validated by using degradome sequencing supported Arabidopsis thaliana miRNA-target interactions. The proposed model constructed on Arabidopsis thaliana was run over Oryza sativa and Vitis vinifera to demonstrate that our model is effective for other plant species. Conclusions The integrated model of online predictors and local PCA-SVM classifier gained credible and high quality miRNA-target interactions. The supervised learning algorithm of PCA-SVM classifier was employed in plant miRNA target identification for the first time. Its performance can be substantially improved if more experimentally proved training samples are provided. PMID:25051153
Srikesavan, Cynthia Swarnalatha; Shay, Barbara; Szturm, Tony
2016-09-13
To examine the feasibility of a clinical trial on a novel, home-based task-oriented training with conventional hand exercises in people with rheumatoid arthritis or hand osteoarthritis. To explore the experiences of participants who completed their respective home exercise programmes. Thirty volunteer participants aged between 30 and 60 years and diagnosed with rheumatoid arthritis or hand osteoarthritis were proposed for a single-center, assessor-blinded, randomized controlled trial ( ClinicalTrials.gov : NCT01635582). Participants received task-oriented training with interactive computer games and objects of daily life or finger mobility and strengthening exercises. Both programmes were home based and were done four sessions per week with 20 minutes each session for 6 weeks. Major feasibility outcomes were number of volunteers screened, randomized, and retained; completion of blinded assessments, exercise training, and home exercise sessions; equipment and data management; and clinical outcomes of hand function. Reaching the recruitment target in 18 months and achieving exercise compliance >80% were set as success criteria. Concurrent with the trial, focus group interviews explored experiences of those participants who completed their respective programmes. After trial initiation, revisions in inclusion criteria were required to promote recruitment. A total of 17 participants were randomized and 15 were retained. Completion of assessments, exercise training, and home exercise sessions; equipment and data collection and management demonstrated excellent feasibility. Both groups improved in hand function outcomes and exercise compliance was above 85%. Participants perceived both programmes as appropriate and acceptable. Participants who completed task-oriented training also agreed that playing different computer games was enjoyable, engaging, and motivating. Findings demonstrate initial evidence on recruitment, feasibility of trial procedures, and acceptability of task-oriented training in people with rheumatoid arthritis or hand osteoarthritis. Since the pilot trial was unsuccessful in participant recruitment, a large trial will not follow.
Saggar, Manish; Zanesco, Anthony P; King, Brandon G; Bridwell, David A; MacLean, Katherine A; Aichele, Stephen R; Jacobs, Tonya L; Wallace, B Alan; Saron, Clifford D; Miikkulainen, Risto
2015-07-01
Meditation training has been shown to enhance attention and improve emotion regulation. However, the brain processes associated with such training are poorly understood and a computational modeling framework is lacking. Modeling approaches that can realistically simulate neurophysiological data while conforming to basic anatomical and physiological constraints can provide a unique opportunity to generate concrete and testable hypotheses about the mechanisms supporting complex cognitive tasks such as meditation. Here we applied the mean-field computational modeling approach using the scalp-recorded electroencephalogram (EEG) collected at three assessment points from meditating participants during two separate 3-month-long shamatha meditation retreats. We modeled cortical, corticothalamic, and intrathalamic interactions to generate a simulation of EEG signals recorded across the scalp. We also present two novel extensions to the mean-field approach that allow for: (a) non-parametric analysis of changes in model parameter values across all channels and assessments; and (b) examination of variation in modeled thalamic reticular nucleus (TRN) connectivity over the retreat period. After successfully fitting whole-brain EEG data across three assessment points within each retreat, two model parameters were found to replicably change across both meditation retreats. First, after training, we observed an increased temporal delay between modeled cortical and thalamic cells. This increase provides a putative neural mechanism for a previously observed reduction in individual alpha frequency in these same participants. Second, we found decreased inhibitory connection strength between the TRN and secondary relay nuclei (SRN) of the modeled thalamus after training. This reduction in inhibitory strength was found to be associated with increased dynamical stability of the model. Altogether, this paper presents the first computational approach, taking core aspects of physiology and anatomy into account, to formally model brain processes associated with intensive meditation training. The observed changes in model parameters inform theoretical accounts of attention training through meditation, and may motivate future study on the use of meditation in a variety of clinical populations. Copyright © 2015 Elsevier Inc. All rights reserved.
Developing computer training programs for blood bankers.
Eisenbrey, L
1992-01-01
Two surveys were conducted in July 1991 to gather information about computer training currently performed within American Red Cross Blood Services Regions. One survey was completed by computer trainers from software developer-vendors and regional centers. The second survey was directed to the trainees, to determine their perception of the computer training. The surveys identified the major concepts, length of training, evaluations, and methods of instruction used. Strengths and weaknesses of training programs were highlighted by trainee respondents. Using the survey information and other sources, recommendations (including those concerning which computer skills and tasks should be covered) are made that can be used as guidelines for developing comprehensive computer training programs at any blood bank or blood center.
Research on computer aided testing of pilot response to critical in-flight events
NASA Technical Reports Server (NTRS)
Giffin, W. C.; Rockwell, T. H.; Smith, P. J.
1984-01-01
Experiments on pilot decision making are described. The development of models of pilot decision making in critical in flight events (CIFE) are emphasized. The following tests are reported on the development of: (1) a frame system representation describing how pilots use their knowledge in a fault diagnosis task; (2) assessment of script norms, distance measures, and Markov models developed from computer aided testing (CAT) data; and (3) performance ranking of subject data. It is demonstrated that interactive computer aided testing either by touch CRT's or personal computers is a useful research and training device for measuring pilot information management in diagnosing system failures in simulated flight situations. Performance is dictated by knowledge of aircraft sybsystems, initial pilot structuring of the failure symptoms and efficient testing of plausible causal hypotheses.
Evaluation of a Remote Training Approach for Teaching Seniors to Use a Telehealth System
Lai, Albert M.; Kaufman, David R.; Starren, Justin; Shea, Steven
2009-01-01
Objective There has been a growth of home health care technology in rural areas. However, a significant limitation has been the need for costly and repetitive training in order for patients to efficiently use their home telemedicine unit (HTU). This research describes the evaluation of an architecture for remote training of patients in a telemedicine environment. This work examines the viability of a remote training architecture called REmote Patient Education in a Telemedicine Environment (REPETE). REPETE was implemented and evaluated in the context of the IDEATel project, a large-scale telemedicine project, focusing on Medicare beneficiaries with diabetes in New York State. Methods A number of qualitative and quantitative evaluation tools were developed and used to study the effectiveness of the remote training sessions evaluating: a) task complexity, b) changes in patient performance and c) the communication between trainer and patient. Specifically, the effectiveness of the training was evaluated using a measure of web skills competency, a user satisfaction survey, a cognitive task analysis and an interaction analysis. Results Patients not only reported that the training was beneficial, but also showed significant improvements in their ability to effectively perform tasks. Our qualitative evaluations scrutinizing the interaction between the trainer and patient showed that while there was a learning curve for both the patient and trainer when negotiating the shared workspace, the mutually visible pointer used in REPETE enhanced the computer-mediated instruction. Conclusions REPETE is an effective remote training tool for older adults in the telemedicine environment. Patients demonstrated significant improvements in their ability to perform tasks on their home telemedicine unit. PMID:19620023
Evaluation of a remote training approach for teaching seniors to use a telehealth system.
Lai, Albert M; Kaufman, David R; Starren, Justin; Shea, Steven
2009-11-01
There has been a growth of home healthcare technology in rural areas. However, a significant limitation has been the need for costly and repetitive training in order for patients to efficiently use their home telemedicine unit (HTU). This research describes the evaluation of an architecture for remote training of patients in a telemedicine environment. This work examines the viability of a remote training architecture called REmote Patient Education in a Telemedicine Environment (REPETE). REPETE was implemented and evaluated in the context of the IDEATel project, a large-scale telemedicine project, focusing on Medicare beneficiaries with diabetes in New York State. A number of qualitative and quantitative evaluation tools were developed and used to study the effectiveness of the remote training sessions evaluating: (a) task complexity, (b) changes in patient performance and (c) the communication between trainer and patient. Specifically, the effectiveness of the training was evaluated using a measure of web skills competency, a user satisfaction survey, a cognitive task analysis and an interaction analysis. Patients not only reported that the training was beneficial, but also showed significant improvements in their ability to effectively perform tasks. Our qualitative evaluations scrutinizing the interaction between the trainer and patient showed that while there was a learning curve for both the patient and trainer when negotiating the shared workspace, the mutually visible pointer used in REPETE enhanced the computer-mediated instruction. REPETE is an effective remote training tool for older adults in the telemedicine environment. Patients demonstrated significant improvements in their ability to perform tasks on their home telemedicine unit.
Computer-based training for safety: comparing methods with older and younger workers.
Wallen, Erik S; Mulloy, Karen B
2006-01-01
Computer-based safety training is becoming more common and is being delivered to an increasingly aging workforce. Aging results in a number of changes that make it more difficult to learn from certain types of computer-based training. Instructional designs derived from cognitive learning theories may overcome some of these difficulties. Three versions of computer-based respiratory safety training were shown to older and younger workers who then took a high and a low level learning test. Younger workers did better overall. Both older and younger workers did best with the version containing text with pictures and audio narration. Computer-based training with pictures and audio narration may be beneficial for workers over 45 years of age. Computer-based safety training has advantages but workers of different ages may benefit differently. Computer-based safety programs should be designed and selected based on their ability to effectively train older as well as younger learners.
38 CFR 21.6074 - Computing the period of vocational training program participation.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 38 Pensions, Bonuses, and Veterans' Relief 2 2010-07-01 2010-07-01 false Computing the period of... Vocational Training for Certain New Pension Recipients Duration of Training § 21.6074 Computing the period of vocational training program participation. (a) Computing the participation period. The number of months and...
Yaghmaie, Farideh; Jayasuriya, Rohan
2004-01-01
There have been many changes made to information systems in the last decade. Changes in information systems require users constantly to update their computer knowledge and skills. Computer training is a critical issue for any user because it offers them considerable new skills. The purpose of this study was to measure the effects of 'subjective computer training' and management support on attitudes to computers, computer anxiety and subjective norms to use computers. The data were collected from community health centre staff. The results of the study showed that health staff trained in computer use had more favourable attitudes to computers, less computer anxiety and more awareness of others' expectations about computer use than untrained users. However, there was no relationship between management support and computer attitude, computer anxiety or subjective norms. Lack of computer training for the majority of healthcare staff confirmed the need for more attention to this issue, particularly in health centres.
NASA Technical Reports Server (NTRS)
1993-01-01
Using chordic technology, a data entry operator can finger key combinations for text or graphics input. Because only one hand is needed, a disabled person may use it. Strain and fatigue are less than when using a conventional keyboard; input is faster, and the system can be learned in about an hour. Infogrip, Inc. developed chordic input technology with Stennis Space Center (SSC). (NASA is interested in potentially faster human/computer interaction on spacecraft as well as a low cost tactile/visual training system for the handicapped.) The company is now marketing the BAT as an improved system for both disabled and non-disabled computer operators.
Solid harmonic wavelet scattering for predictions of molecule properties
NASA Astrophysics Data System (ADS)
Eickenberg, Michael; Exarchakis, Georgios; Hirn, Matthew; Mallat, Stéphane; Thiry, Louis
2018-06-01
We present a machine learning algorithm for the prediction of molecule properties inspired by ideas from density functional theory (DFT). Using Gaussian-type orbital functions, we create surrogate electronic densities of the molecule from which we compute invariant "solid harmonic scattering coefficients" that account for different types of interactions at different scales. Multilinear regressions of various physical properties of molecules are computed from these invariant coefficients. Numerical experiments show that these regressions have near state-of-the-art performance, even with relatively few training examples. Predictions over small sets of scattering coefficients can reach a DFT precision while being interpretable.
ERIC Educational Resources Information Center
Hayes, Ben; Dewey, Jessica; Sancho, Michelle
2014-01-01
In this study we assessed the effects of paragraph length on the reading speed and comprehension of students. Students were randomly assigned to one of three groups: short paragraph length (SPL), medium paragraph length (MPL), or long paragraph length (LPL). Students read a 1423 word text on a computer screen formatted to align with their group…
Tam, S F
2000-10-15
The aim of this controlled, quasi-experimental study was to evaluate the effects of both self-efficacy enhancement and social comparison training strategy on computer skills learning and self-concept outcome of trainees with physical disabilities. The self-efficacy enhancement group comprised 16 trainees, the tutorial training group comprised 15 trainees, and there were 25 subjects in the control group. Both the self-efficacy enhancement group and the tutorial training group received a 15 week computer skills training course, including generic Chinese computer operation, Chinese word processing and Chinese desktop publishing skills. The self-efficacy enhancement group received training with tutorial instructions that incorporated self-efficacy enhancement strategies and experienced self-enhancing social comparisons. The tutorial training group received behavioural learning-based tutorials only, and the control group did not receive any training. The following measurements were employed to evaluate the outcomes: the Self-Concept Questionnaire for the Physically Disabled Hong Kong Chinese (SCQPD), the computer self-efficacy rating scale and the computer performance rating scale. The self-efficacy enhancement group showed significantly better computer skills learning outcome, total self-concept, and social self-concept than the tutorial training group. The self-efficacy enhancement group did not show significant changes in their computer self-efficacy: however, the tutorial training group showed a significant lowering of their computer self-efficacy. The training strategy that incorporated self-efficacy enhancement and positive social comparison experiences maintained the computer self-efficacy of trainees with physical disabilities. This strategy was more effective in improving the learning outcome (p = 0.01) and self-concept (p = 0.05) of the trainees than the conventional tutorial-based training strategy.
An interactive data management and analysis system for clinical investigators.
Groner, G F; Hopwood, M D; Palley, N A; Sibley, W L; Baker, W R; Christopher, T G; Thompson, H K
1978-09-01
An interactive minicomputer-based system has been developed that enables the clinical research investigator to personally explore and analyze his research data and, as a consequence of these explorations, to acquire more information. This system, which does not require extensive training or computer programming, enables the investigator to describe his data interactively in his own terms, enter data values while having them checked for validity, store time-oriented patient data in a carefully controlled on-line data base, retrieve data by patient, variable, and time, create subsets of patients with common characteristics, perform statistical analyses, and produce tables and graphs. It also permits data to be transferred to and from other computers. The system is well accepted and is being used by a variety of medical specialists at the three clinical research centers where it is operational. Reported benefits include less elapsed and nonproductive time, more thorough analysis of more data, greater and earlier insight into the meaning of research data, and increased publishable results.
A framework for analyzing the cognitive complexity of computer-assisted clinical ordering.
Horsky, Jan; Kaufman, David R; Oppenheim, Michael I; Patel, Vimla L
2003-01-01
Computer-assisted provider order entry is a technology that is designed to expedite medical ordering and to reduce the frequency of preventable errors. This paper presents a multifaceted cognitive methodology for the characterization of cognitive demands of a medical information system. Our investigation was informed by the distributed resources (DR) model, a novel approach designed to describe the dimensions of user interfaces that introduce unnecessary cognitive complexity. This method evaluates the relative distribution of external (system) and internal (user) representations embodied in system interaction. We conducted an expert walkthrough evaluation of a commercial order entry system, followed by a simulated clinical ordering task performed by seven clinicians. The DR model was employed to explain variation in user performance and to characterize the relationship of resource distribution and ordering errors. The analysis revealed that the configuration of resources in this ordering application placed unnecessarily heavy cognitive demands on the user, especially on those who lacked a robust conceptual model of the system. The resources model also provided some insight into clinicians' interactive strategies and patterns of associated errors. Implications for user training and interface design based on the principles of human-computer interaction in the medical domain are discussed.
NASA Astrophysics Data System (ADS)
Schrooyen, Pierre; Chatelain, Philippe; Hillewaert, Koen; Magin, Thierry E.
2014-11-01
The atmospheric entry of spacecraft presents several challenges in simulating the aerothermal flow around the heat shield. Predicting an accurate heat-flux is a complex task, especially regarding the interaction between the flow in the free stream and the erosion of the thermal protection material. To capture this interaction, a continuum approach is developed to go progressively from the region fully occupied by fluid to a receding porous medium. The volume averaged Navier-Stokes equations are used to model both phases in the same computational domain considering a single set of conservation laws. The porosity is itself a variable of the computation, allowing to take volumetric ablation into account through adequate source terms. This approach is implemented within a computational tool based on a high-order discontinuous Galerkin discretization. The multi-dimensional tool has already been validated and has proven its efficient parallel implementation. Within this platform, a fully implicit method was developed to simulate multi-phase reacting flows. Numerical results to verify and validate the methodology are considered within this work. Interactions between the flow and the ablated geometry are also presented. Supported by Fund for Research Training in Industry and Agriculture.
Alvarellos-González, Alberto; Pazos, Alejandro; Porto-Pazos, Ana B.
2012-01-01
The importance of astrocytes, one part of the glial system, for information processing in the brain has recently been demonstrated. Regarding information processing in multilayer connectionist systems, it has been shown that systems which include artificial neurons and astrocytes (Artificial Neuron-Glia Networks) have well-known advantages over identical systems including only artificial neurons. Since the actual impact of astrocytes in neural network function is unknown, we have investigated, using computational models, different astrocyte-neuron interactions for information processing; different neuron-glia algorithms have been implemented for training and validation of multilayer Artificial Neuron-Glia Networks oriented toward classification problem resolution. The results of the tests performed suggest that all the algorithms modelling astrocyte-induced synaptic potentiation improved artificial neural network performance, but their efficacy depended on the complexity of the problem. PMID:22649480
System for training and evaluation of security personnel in use of firearms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hall, H.F.
This patent describes an interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has drawn anmore » infrared laser handgun from his holster, fired his laser handgun, taken cover, advanced or retreated from the adversary on the screen, and when the adversary has fired his gun at the trainee.« less
System for training and evaluation of security personnel in use of firearms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hall, H.F.
An interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has drawn an infrared laser handgunmore » from high holster, fired his laser handgun, taken cover, advanced or retreated from the adversary on the screen, and when the adversary has fired his gun at the trainee. 8 figs.« less
Alvarellos-González, Alberto; Pazos, Alejandro; Porto-Pazos, Ana B
2012-01-01
The importance of astrocytes, one part of the glial system, for information processing in the brain has recently been demonstrated. Regarding information processing in multilayer connectionist systems, it has been shown that systems which include artificial neurons and astrocytes (Artificial Neuron-Glia Networks) have well-known advantages over identical systems including only artificial neurons. Since the actual impact of astrocytes in neural network function is unknown, we have investigated, using computational models, different astrocyte-neuron interactions for information processing; different neuron-glia algorithms have been implemented for training and validation of multilayer Artificial Neuron-Glia Networks oriented toward classification problem resolution. The results of the tests performed suggest that all the algorithms modelling astrocyte-induced synaptic potentiation improved artificial neural network performance, but their efficacy depended on the complexity of the problem.
McFarland, Dennis J; Krusienski, Dean J; Wolpaw, Jonathan R
2006-01-01
The Wadsworth brain-computer interface (BCI), based on mu and beta sensorimotor rhythms, uses one- and two-dimensional cursor movement tasks and relies on user training. This is a real-time closed-loop system. Signal processing consists of channel selection, spatial filtering, and spectral analysis. Feature translation uses a regression approach and normalization. Adaptation occurs at several points in this process on the basis of different criteria and methods. It can use either feedforward (e.g., estimating the signal mean for normalization) or feedback control (e.g., estimating feature weights for the prediction equation). We view this process as the interaction between a dynamic user and a dynamic system that coadapt over time. Understanding the dynamics of this interaction and optimizing its performance represent a major challenge for BCI research.
System for training and evaluation of security personnel in use of firearms
Hall, Howard F.
1990-01-01
An interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has (1) drawn an infrared laser handgun from his holster, (2) fired his laser handgun, (3) taken cover, (4) advanced or retreated from the adversary on the screen, and (5) when the adversary has fired his gun at the trainee.
NASA Astrophysics Data System (ADS)
Gurov, V. V.
2017-01-01
Software tools for educational purposes, such as e-lessons, computer-based testing system, from the point of view of reliability, have a number of features. The main ones among them are the need to ensure a sufficiently high probability of their faultless operation for a specified time, as well as the impossibility of their rapid recovery by the way of replacing it with a similar running program during the classes. The article considers the peculiarities of reliability evaluation of programs in contrast to assessments of hardware reliability. The basic requirements to reliability of software used for carrying out practical and laboratory classes in the form of computer-based training programs are given. The essential requirements applicable to the reliability of software used for conducting the practical and laboratory studies in the form of computer-based teaching programs are also described. The mathematical tool based on Markov chains, which allows to determine the degree of debugging of the training program for use in the educational process by means of applying the graph of the software modules interaction, is presented.
Software for Training in Pre-College Mathematics
NASA Technical Reports Server (NTRS)
Shelton, Robert O.; Moebes, Travis A.; VanAlstine, Scot
2003-01-01
The Intelligent Math Tutor (IMT) is a computer program for training students in pre-college and college-level mathematics courses, including fundamentals, intermediate algebra, college algebra, and trigonometry. The IMT can be executed on a server computer for access by students via the Internet; alternatively, it can be executed on students computers equipped with compact- disk/read-only-memory (CD-ROM) drives. The IMT provides interactive exercises, assessment, tracking, and an on-line graphing calculator with algebraic-manipulation capabilities. The IMT provides an innovative combination of content, delivery mechanism, and artificial intelligence. Careful organization and presentation of the content make it possible to provide intelligent feedback to the student based on performance on exercises and tests. The tracking and feedback mechanisms are implemented within the capabilities of a commercial off-the-shelf development software tool and are written in the Unified Modeling Language to maximize reuse and minimize development cost. The graphical calculator is a standard feature of most college and pre-college algebra and trigonometry courses. Placing this functionality in a Java applet decreases the cost, provides greater capabilities, and provides an opportunity to integrate the calculator with the lessons.
Conditional random field modelling of interactions between findings in mammography
NASA Astrophysics Data System (ADS)
Kooi, Thijs; Mordang, Jan-Jurre; Karssemeijer, Nico
2017-03-01
Recent breakthroughs in training deep neural network architectures, in particular deep Convolutional Neural Networks (CNNs), made a big impact on vision research and are increasingly responsible for advances in Computer Aided Diagnosis (CAD). Since many natural scenes and medical images vary in size and are too large to feed to the networks as a whole, two stage systems are typically employed, where in the first stage, small regions of interest in the image are located and presented to the network as training and test data. These systems allow us to harness accurate region based annotations, making the problem easier to learn. However, information is processed purely locally and context is not taken into account. In this paper, we present preliminary work on the employment of a Conditional Random Field (CRF) that is trained on top the CNN to model contextual interactions such as the presence of other suspicious regions, for mammography CAD. The model can easily be extended to incorporate other sources of information, such as symmetry, temporal change and various patient covariates and is general in the sense that it can have application in other CAD problems.
Stability Training for Convolutional Neural Nets in LArTPC
NASA Astrophysics Data System (ADS)
Lindsay, Matt; Wongjirad, Taritree
2017-01-01
Convolutional Neural Nets (CNNs) are the state of the art for many problems in computer vision and are a promising method for classifying interactions in Liquid Argon Time Projection Chambers (LArTPCs) used in neutrino oscillation experiments. Despite the good performance of CNN's, they are not without drawbacks, chief among them is vulnerability to noise and small perturbations to the input. One solution to this problem is a modification to the learning process called Stability Training developed by Zheng et al. We verify existing work and demonstrate volatility caused by simple Gaussian noise and also that the volatility can be nearly eliminated with Stability Training. We then go further and show that a traditional CNN is also vulnerable to realistic experimental noise and that a stability trained CNN remains accurate despite noise. This further adds to the optimism for CNNs for work in LArTPCs and other applications.
Raffan, Hazel; Guevar, Julien; Poyade, Matthieu; Rea, Paul M.
2017-01-01
Current methods used to communicate and present the complex arrangement of vasculature related to the brain and spinal cord is limited in undergraduate veterinary neuroanatomy training. Traditionally it is taught with 2-dimensional (2D) diagrams, photographs and medical imaging scans which show a fixed viewpoint. 2D representations of 3-dimensional (3D) objects however lead to loss of spatial information, which can present problems when translating this to the patient. Computer-assisted learning packages with interactive 3D anatomical models have become established in medical training, yet equivalent resources are scarce in veterinary education. For this reason, we set out to develop a workflow methodology creating an interactive model depicting the vasculature of the canine brain that could be used in undergraduate education. Using MR images of a dog and several commonly available software programs, we set out to show how combining image editing, segmentation and surface generation, 3D modeling and texturing can result in the creation of a fully interactive application for veterinary training. In addition to clearly identifying a workflow methodology for the creation of this dataset, we have also demonstrated how an interactive tutorial and self-assessment tool can be incorporated into this. In conclusion, we present a workflow which has been successful in developing a 3D reconstruction of the canine brain and associated vasculature through segmentation, surface generation and post-processing of readily available medical imaging data. The reconstructed model was implemented into an interactive application for veterinary education that has been designed to target the problems associated with learning neuroanatomy, primarily the inability to visualise complex spatial arrangements from 2D resources. The lack of similar resources in this field suggests this workflow is original within a veterinary context. There is great potential to explore this method, and introduce a new dimension into veterinary education and training. PMID:28192461
Raffan, Hazel; Guevar, Julien; Poyade, Matthieu; Rea, Paul M
2017-01-01
Current methods used to communicate and present the complex arrangement of vasculature related to the brain and spinal cord is limited in undergraduate veterinary neuroanatomy training. Traditionally it is taught with 2-dimensional (2D) diagrams, photographs and medical imaging scans which show a fixed viewpoint. 2D representations of 3-dimensional (3D) objects however lead to loss of spatial information, which can present problems when translating this to the patient. Computer-assisted learning packages with interactive 3D anatomical models have become established in medical training, yet equivalent resources are scarce in veterinary education. For this reason, we set out to develop a workflow methodology creating an interactive model depicting the vasculature of the canine brain that could be used in undergraduate education. Using MR images of a dog and several commonly available software programs, we set out to show how combining image editing, segmentation and surface generation, 3D modeling and texturing can result in the creation of a fully interactive application for veterinary training. In addition to clearly identifying a workflow methodology for the creation of this dataset, we have also demonstrated how an interactive tutorial and self-assessment tool can be incorporated into this. In conclusion, we present a workflow which has been successful in developing a 3D reconstruction of the canine brain and associated vasculature through segmentation, surface generation and post-processing of readily available medical imaging data. The reconstructed model was implemented into an interactive application for veterinary education that has been designed to target the problems associated with learning neuroanatomy, primarily the inability to visualise complex spatial arrangements from 2D resources. The lack of similar resources in this field suggests this workflow is original within a veterinary context. There is great potential to explore this method, and introduce a new dimension into veterinary education and training.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Postle, W.; Heckman, B.
1977-01-01
The research and development project discussed was aimed at creating the necessary computer system for the rapid retrieval, analysis, and display of information to meet the individual and nonroutine needs of the Department of Labor's Employment and Training Administration and the general public. The major objective was to demonstrate that it was both feasible and practical to organize data that are currently available and to provide planning and management information in a much more usable and timely fashion than previously possible. Fast access to data with a system which is easy to use was an important project goal. Programs weremore » written to analyze and display data by means of bar, pie, and line charts, etc. Although prototypical interactive retrieval, analysis, and report formation tools have been developed, further research and development of interactive tools is required. (RWR)« less
Wiksten, D L; Patterson, P; Antonio, K; De La Cruz, D; Buxton, B P
1998-07-01
To evaluate the effectiveness of an interactive athletic training educational curriculum (IATEC) computer program as compared with traditional lecture instruction. Instructions on assessment of the quadriceps angle (Q-angle) were compared. Dependent measures consisted of cognitive knowledge, practical skill assessment, and attitudes toward the 2 methods of instruction. Sixty-six subjects were selected and then randomly assigned to 3 different groups: traditional lecture, IATEC, and control. The traditional lecture group (n = 22) received a 50-minute lecture/demonstration covering the same instructional content as the Q-angle module of the IATEC program. The IATEC group (n = 20; 2 subjects were dropped from this group due to scheduling conflicts) worked independently for 50 to 65 minutes using the Q-angle module of the IATEC program. The control group (n = 22) received no instruction. Subjects were recruited from an undergraduate athletic training education program and were screened for prior knowledge of the Q-angle. A 9-point multiple choice examination was used to determine cognitive knowledge of the Q-angle. A 12-point yes-no checklist was used to determine whether or not the subjects were able to correctly measure the Q-angle. The Allen Attitude Toward Computer-Assisted Instruction Semantic Differential Survey was used to assess student attitudes toward the 2 methods of instruction. The survey examined overall attitudes, in addition to 3 subscales: comfort, creativity, and function. The survey was scored from 1 to 7, with 7 being the most favorable and 1 being the least favorable. Results of a 1-way ANOVA on cognitive knowledge of the Q-angle revealed that the traditional lecture and IATEC groups performed significantly better than the control group, and the traditional lecture group performed significantly better than the IATEC group. Results of a 1-way ANOVA on practical skill performance revealed that the traditional lecture and IATEC groups performed significantly better than the control group, but there were no significant differences between the traditional lecture and IATEC groups on practical skill performance. Results of a t test indicated significantly more favorable attitudes (P < .05) for the traditional lecture group when compared with the IATEC group for comfort, creativity, and function. Our results suggest that use of the IATEC computer module is an effective means of instruction; however, use of the IATEC program alone may not be sufficient for educating students in cognitive knowledge. Further research is needed to determine the effectiveness of the IATEC computer program as a supplement to traditional lecture instruction in athletic training education.
Wiksten, Denise Lebsack; Patterson, Patricia; Antonio, Kimberly; De La Cruz, Daniel; Buxton, Barton P.
1998-01-01
Objective: To evaluate the effectiveness of an interactive athletic training educational curriculum (IATEC) computer program as compared with traditional lecture instruction. Instructions on assessment of the quadriceps angle (Q-angle) were compared. Dependent measures consisted of cognitive knowledge, practical skill assessment, and attitudes toward the 2 methods of instruction. Design and Setting: Sixty-six subjects were selected and then randomly assigned to 3 different groups: traditional lecture, IATEC, and control. The traditional lecture group (n = 22) received a 50-minute lecture/demonstration covering the same instructional content as the Q-angle module of the IATEC program. The IATEC group (n = 20; 2 subjects were dropped from this group due to scheduling conflicts) worked independently for 50 to 65 minutes using the Q-angle module of the IATEC program. The control group (n = 22) received no instruction. Subjects: Subjects were recruited from an undergraduate athletic training education program and were screened for prior knowledge of the Q-angle. Measurements: A 9-point multiple choice examination was used to determine cognitive knowledge of the Q-angle. A 12-point yes-no checklist was used to determine whether or not the subjects were able to correctly measure the Q-angle. The Allen Attitude Toward Computer-Assisted Instruction Semantic Differential Survey was used to assess student attitudes toward the 2 methods of instruction. The survey examined overall attitudes, in addition to 3 subscales: comfort, creativity, and function. The survey was scored from 1 to 7, with 7 being the most favorable and 1 being the least favorable. Results: Results of a 1-way ANOVA on cognitive knowledge of the Q-angle revealed that the traditional lecture and IATEC groups performed significantly better than the control group, and the traditional lecture group performed significantly better than the IATEC group. Results of a 1-way ANOVA on practical skill performance revealed that the traditional lecture and IATEC groups performed significantly better than the control group, but there were no significant differences between the traditional lecture and IATEC groups on practical skill performance. Results of a t test indicated significantly more favorable attitudes (P < .05) for the traditional lecture group when compared with the IATEC group for comfort, creativity, and function. Conclusions: Our results suggest that use of the IATEC computer module is an effective means of instruction; however, use of the IATEC program alone may not be sufficient for educating students in cognitive knowledge. Further research is needed to determine the effectiveness of the IATEC computer program as a supplement to traditional lecture instruction in athletic training education. PMID:16558517
Cognitive training in Parkinson disease: cognition-specific vs nonspecific computer training.
Zimmermann, Ronan; Gschwandtner, Ute; Benz, Nina; Hatz, Florian; Schindler, Christian; Taub, Ethan; Fuhr, Peter
2014-04-08
In this study, we compared a cognition-specific computer-based cognitive training program with a motion-controlled computer sports game that is not cognition-specific for their ability to enhance cognitive performance in various cognitive domains in patients with Parkinson disease (PD). Patients with PD were trained with either a computer program designed to enhance cognition (CogniPlus, 19 patients) or a computer sports game with motion-capturing controllers (Nintendo Wii, 20 patients). The effect of training in 5 cognitive domains was measured by neuropsychological testing at baseline and after training. Group differences over all variables were assessed with multivariate analysis of variance, and group differences in single variables were assessed with 95% confidence intervals of mean difference. The groups were similar regarding age, sex, and educational level. Patients with PD who were trained with Wii for 4 weeks performed better in attention (95% confidence interval: -1.49 to -0.11) than patients trained with CogniPlus. In our study, patients with PD derived at least the same degree of cognitive benefit from non-cognition-specific training involving movement as from cognition-specific computerized training. For patients with PD, game consoles may be a less expensive and more entertaining alternative to computer programs specifically designed for cognitive training. This study provides Class III evidence that, in patients with PD, cognition-specific computer-based training is not superior to a motion-controlled computer game in improving cognitive performance.
NASA Technical Reports Server (NTRS)
Yaden, David B., Jr.
1991-01-01
An important part of NASA's mission involves the secondary application of its technologies in the public and private sectors. One current application being developed is The Adult Literacy Evaluator, a simulation-based diagnostic tool designed to assess the operant literacy abilities of adults having difficulties in learning to read and write. Using Intelligent Computer-Aided Training (ICAT) system technology in addition to speech recognition, closed-captioned television (CCTV), live video and other state-of-the-art graphics and storage capabilities, this project attempts to overcome the negative effects of adult literacy assessment by allowing the client to interact with an intelligent computer system which simulates real-life literacy activities and materials and which measures literacy performance in the actual context of its use. The specific objectives of the project are as follows: (1) to develop a simulation-based diagnostic tool to assess adults' prior knowledge about reading and writing processes in actual contexts of application; (2) to provide a profile of readers' strengths and weaknesses; and (3) to suggest instructional strategies and materials which can be used as a beginning point for remediation. In the first and development phase of the project, descriptions of literacy events and environments are being written and functional literacy documents analyzed for their components. From these descriptions, scripts are being generated which define the interaction between the student, an on-screen guide and the simulated literacy environment.
Computational Study of Droplet Trains Impacting a Smooth Solid Surface
NASA Astrophysics Data System (ADS)
Markt, David, Jr.; Pathak, Ashish; Raessi, Mehdi; Lee, Seong-Young; Zhao, Emma
2017-11-01
The study of droplet impingement is vital to understanding the fluid dynamics of fuel injection in modern internal combustion engines. One widely accepted model was proposed by Yarin and Weiss (JFM, 1995), developed from experiments of single trains of ethanol droplets impacting a substrate. The model predicts the onset of splashing and the mass ejected upon splashing. In this study, using an in-house 3D multiphase flow solver, the experiments of Yarin and Weiss were computationally simulated. The experimentally observed splashing threshold was captured by the simulations, thus validating the solver's ability to accurately simulate the splashing dynamics. Then, we performed simulations of cases with multiple droplet trains, which have high relevance to dense fuel sprays, where droplets impact within the spreading diameters of their neighboring droplets, leading to changes in splashing dynamics due to interactions of spreading films. For both single and multi-train simulations the amount of splashed mass was calculated as a function of time, allowing a quantitative comparison between the two cases. Furthermore, using a passive scalar the amount of splashed mass per impinging droplet was also calculated. This work is supported by the Department of Energy, Office of Energy Efficiency and Renewable Energy (EERE) and the Department of Defense, Tank and Automotive Research, Development, and Engineering Center (TARDEC), under Award Number DE-EE0007292.
Fortmeier, Dirk; Mastmeyer, Andre; Schröder, Julian; Handels, Heinz
2016-01-01
This study presents a new visuo-haptic virtual reality (VR) training and planning system for percutaneous transhepatic cholangio-drainage (PTCD) based on partially segmented virtual patient models. We only use partially segmented image data instead of a full segmentation and circumvent the necessity of surface or volume mesh models. Haptic interaction with the virtual patient during virtual palpation, ultrasound probing and needle insertion is provided. Furthermore, the VR simulator includes X-ray and ultrasound simulation for image-guided training. The visualization techniques are GPU-accelerated by implementation in Cuda and include real-time volume deformations computed on the grid of the image data. Computation on the image grid enables straightforward integration of the deformed image data into the visualization components. To provide shorter rendering times, the performance of the volume deformation algorithm is improved by a multigrid approach. To evaluate the VR training system, a user evaluation has been performed and deformation algorithms are analyzed in terms of convergence speed with respect to a fully converged solution. The user evaluation shows positive results with increased user confidence after a training session. It is shown that using partially segmented patient data and direct volume rendering is suitable for the simulation of needle insertion procedures such as PTCD.
An exergame system based on force platforms and body key-point detection for balance training.
Lavarda, Marcos D; de Borba, Pedro A; Oliveira, Matheus R; Borba, Gustavo B; de Souza, Mauren A; Gamba, Humberto R
2016-08-01
Postural instability affects a large number of people and can compromise even simple activities of the daily routine. Therapies for balance training can strongly benefit from auxiliary devices specially designed for this purpose. In this paper, we present a system for balance training that uses the metaphor of a game, what contributes to the motivation and engagement of the patients during a treatment. Such approach is usually named exergame, in which input devices for posturographic assessment and a visual output perform the interaction with the subject. The proposed system uses two force platforms, one positioned under the feet and the other under the hip of the subject. The force platforms employ regular load cells and a microcontroller-based signal acquisition module to capture and transmit the samples to a computer. Moreover, a computer vision module performs body key-point detection, based on real time segmentation of markers attached to the subject. For the validation of the system, we conducted experiments with 20 neurologically intact volunteers during two tests: comparison of the stabilometric parameters obtained from the system with those obtained from a commercial baropodometer and the practice of several exergames. Results show that the proposed system is completely functional and can be used as a versatile tool for balance training.
An introduction to electronic learning and its use to address challenges in surgical training.
Baran, Szczepan W; Johnson, Elizabeth J; Kehler, James
2009-06-01
The animal research community faces a shortage of surgical training opportunities along with an increasing demand for expertise in surgical techniques. One possible means of overcoming this challenge is the use of computer-based or electronic learning (e-learning) to disseminate material to a broad range of animal users. E-learning platforms can take many different forms, ranging from simple text documents that are posted online to complex virtual courses that incorporate dynamic video or audio content and in which students and instructors can interact in real time. The authors present an overview of e-learning and discuss its potential benefits as a supplement to hands-on rodent surgical training. They also discuss a few basic considerations in developing and implementing electronic courses.
Virtual temporal bone: an interactive 3-dimensional learning aid for cranial base surgery.
Kockro, Ralf A; Hwang, Peter Y K
2009-05-01
We have developed an interactive virtual model of the temporal bone for the training and teaching of cranial base surgery. The virtual model was based on the tomographic data of the Visible Human Project. The male Visible Human's computed tomographic data were volumetrically reconstructed as virtual bone tissue, and the individual photographic slices provided the basis for segmentation of the middle and inner ear structures, cranial nerves, vessels, and brainstem. These structures were created by using outlining and tube editing tools, allowing structural modeling either directly on the basis of the photographic data or according to information from textbooks and cadaver dissections. For training and teaching, the virtual model was accessed in the previously described 3-dimensional workspaces of the Dextroscope or Dextrobeam (Volume Interactions Pte, Ltd., Singapore), whose interfaces enable volumetric exploration from any perspective and provide virtual tools for drilling and measuring. We have simulated several cranial base procedures including approaches via the floor of the middle fossa and the lateral petrous bone. The virtual model suitably illustrated the core facts of anatomic spatial relationships while simulating different stages of bone drilling along a variety of surgical corridors. The system was used for teaching during training courses to plan and discuss operative anatomy and strategies. The Virtual Temporal Bone and its surrounding 3-dimensional workspace provide an effective way to study the essential surgical anatomy of this complex region and to teach and train operative strategies, especially when used as an adjunct to cadaver dissections.
Computation of Low Speed Cavity Noise
NASA Technical Reports Server (NTRS)
Blech, Richard A. (Technical Monitor); Loh, Ching Y.
2004-01-01
Over the last five years, the Aircraft Icing Project of the NASA Aviation Safety Program has developed a number of in-flight icing education and training aids to support increased awareness for pilots of the hazards associated with atmospheric icing conditions. Through the development of this work, a number of new instructional design approaches and media delivery methods have been introduced to enhance the learning experience, expand user interactivity and participation, and, hopefully, increase the learner retention rates. The goal of using these multimedia techniques is to increase the effectiveness of the training materials. This paper will describe the multimedia technology that has been introduced and give examples of how it was used.
Wen, Tingxi; Medveczky, David; Wu, Jackie; Wu, Jianhuang
2018-01-25
Colonoscopy plays an important role in the clinical screening and management of colorectal cancer. The traditional 'see one, do one, teach one' training style for such invasive procedure is resource intensive and ineffective. Given that colonoscopy is difficult, and time-consuming to master, the use of virtual reality simulators to train gastroenterologists in colonoscopy operations offers a promising alternative. In this paper, a realistic and real-time interactive simulator for training colonoscopy procedure is presented, which can even include polypectomy simulation. Our approach models the colonoscopy as thick flexible elastic rods with different resolutions which are dynamically adaptive to the curvature of the colon. More material characteristics of this deformable material are integrated into our discrete model to realistically simulate the behavior of the colonoscope. We present a simulator for training colonoscopy procedure. In addition, we propose a set of key aspects of our simulator that give fast, high fidelity feedback to trainees. We also conducted an initial validation of this colonoscopic simulator to determine its clinical utility and efficacy.
The Key to Successful Computerization Is through Good Trainers.
ERIC Educational Resources Information Center
Salzano, Julienne
Although few technologies have expanded as rapidly as computer technology, little is known about education and training for computers. In view of this, experts in the fields of computer technology and computer training were interviewed to identify those elements that are essential in training workers to become proficient with computers. Seven…
38 CFR 21.8074 - Computing the period for vocational training program participation.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 38 Pensions, Bonuses, and Veterans' Relief 2 2010-07-01 2010-07-01 false Computing the period for... Vocational Training § 21.8074 Computing the period for vocational training program participation. (a) Computing the participation period. To compute the number of months and days of an eligible child's...
Interactive computer simulations of knee-replacement surgery.
Gunther, Stephen B; Soto, Gabriel E; Colman, William W
2002-07-01
Current surgical training programs in the United States are based on an apprenticeship model. This model is outdated because it does not provide conceptual scaffolding, promote collaborative learning, or offer constructive reinforcement. Our objective was to create a more useful approach by preparing students and residents for operative cases using interactive computer simulations of surgery. Total-knee-replacement surgery (TKR) is an ideal procedure to model on the computer because there is a systematic protocol for the procedure. Also, this protocol is difficult to learn by the apprenticeship model because of the multiple instruments that must be used in a specific order. We designed an interactive computer tutorial to teach medical students and residents how to perform knee-replacement surgery. We also aimed to reinforce the specific protocol of the operative procedure. Our final goal was to provide immediate, constructive feedback. We created a computer tutorial by generating three-dimensional wire-frame models of the surgical instruments. Next, we applied a surface to the wire-frame models using three-dimensional modeling. Finally, the three-dimensional models were animated to simulate the motions of an actual TKR. The tutorial is a step-by-step tutorial that teaches and tests the correct sequence of steps in a TKR. The student or resident must select the correct instruments in the correct order. The learner is encouraged to learn the stepwise surgical protocol through repetitive use of the computer simulation. Constructive feedback is acquired through a grading system, which rates the student's or resident's ability to perform the task in the correct order. The grading system also accounts for the time required to perform the simulated procedure. We evaluated the efficacy of this teaching technique by testing medical students who learned by the computer simulation and those who learned by reading the surgical protocol manual. Both groups then performed TKR on manufactured bone models using real instruments. Their technique was graded with the standard protocol. The students who learned on the computer simulation performed the task in a shorter time and with fewer errors than the control group. They were also more engaged in the learning process. Surgical training programs generally lack a consistent approach to preoperative education related to surgical procedures. This interactive computer tutorial has allowed us to make a quantum leap in medical student and resident teaching in our orthopedic department because the students actually participate in the entire process. Our technique provides a linear, sequential method of skill acquisition and direct feedback, which is ideally suited for learning stepwise surgical protocols. Since our initial evaluation has shown the efficacy of this program, we have implemented this teaching tool into our orthopedic curriculum. Our plans for future work with this simulator include modeling procedures involving other anatomic areas of interest, such as the hip and shoulder.
NASA Astrophysics Data System (ADS)
De Cino, Thomas J., II
In the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems. While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks is often delivered with traditional methods (e.g. textbooks, PowerPoint presentations, user manuals, and limited computer-based training modules). These training methods have been reported as less than desirable in learning to use the glass flight deck interface. Difficulties in achieving a complete understanding of functional and operational characteristics of the GFD systems, acquiring a full understanding of the interrelationships of the varied subsystems, and handling the wealth of flight information provided have been reported. Documented pilot concerns of poor user experience and satisfaction, and problems with the learning the complex and sophisticated interface of the GFD are additional issues with current pilot training approaches. A case study was executed to explore ways to improve training using GFD systems at a Midwestern aviation university. The researcher investigated if variations in instructional systems design and training methods for learning glass flight deck technology would affect the perceptions and attitudes of pilots of the learnability (an attribute of usability) of the glass flight deck interface. Specifically, this study investigated the effectiveness of scenario-based training (SBT) methods to potentially improve pilot knowledge and understanding of a GFD system, and overall pilot user experience and satisfaction. Participants overwhelmingly reported positive learning experiences from scenario-based GFD systems flight training, noting that learning and knowledge construction were improved over other training received in the past. In contrast, participants rated the usability and learnability of the GFD training systems low, reporting various problems with the systems' interface, and the learnability (first-time use) of the complex GFD system. However, issues with usability of the GFD training systems did not reduce or change participant attitudes towards learning and mastering GFD systems; to the contrary, all participants requested additional coursework opportunities to train on GFD systems with the scenario-based flight training format.
Classifying High-noise EEG in Complex Environments for Brain-computer Interaction Technologies
2012-02-01
differentiation in the brain signal that our classification approach seeks to identify despite the noise in the recorded EEG signal and the complexity of...performed two offline classifications , one using BCILab (1), the other using LibSVM (2). Distinct classifiers were trained for each individual in...order to improve individual classifier performance (3). The highest classification performance results were obtained using individual frequency bands
A Plan Recognition Model for Subdialogues in Conversations.
1984-11-01
82-K-0193. A simplified, shortened version appears in tho Proceedings of the 10th International Conference on Computational Linguistics , Stanford... linguistic results from such work. Consider the following two dialogue fragments. Dialogue 1 was collected at an information booth in a train station in...network structures [Sidner and Bates, 19831. Unlike Dialogue 1, the system’s interaction with the user is primarily non- linguistic , with utterances only
Correlation Filter Synthesis Using Neural Networks.
1993-12-01
trained neural networks may be understood as "smart" data interpolators, the stored filter and the filter synthesis approaches have much in common: in...the former new filters are found by searching a data bank consisting of the filters themselves; in the latter filters are formed from a distributed... data bank that contains neural network interaction strengths or weights. 1.2 Key Results and Outputs Excellent computer simulation results were
Improving Soldier Training: An Aptitude-Treatment Interaction Approach.
1979-06-01
magazines. Eighteen percent of American adults lack basic literacy skills to the point where they cannot even fill out basic forms. Dr. Food emphasized...designed to upgrade the literacy and computational skills of Army personnel found deficient. The magnitude of the problem is such, however, that the services...knowledge, (WK); arithmetic reasoning, AR); etc.) predict the aiount learned or the rate of learning or both. Special abilities such as psychomotor skills
Computer-assisted dieting: effects of a randomised controlled intervention.
Schroder, Kerstin E E
2010-06-01
In this pilot study, the effects of two computer-assisted dieting (CAD) interventions on weight loss and blood chemistry were examined among overweight and obese adults. Participants (91 community members, average age 42.6 years) were randomly assigned to CAD-only (a single-session introduction and provision of a dieting software, n = 30), CAD plus an additional four-session self-management group training (CAD+G, n = 31) and a waitlist control group whose members were randomised into the two interventions at the 3-month follow-up (n = 30). A three (group)-by-two (time) repeated measures ANOVA revealed no significant group by time interaction during the initial 3-month period. However, the two intervention groups combined showed a significant, though moderate weight loss relative to the control group. Further, although a general improvement was found with regard to the lipid panel results during the first 3 months of the trial, the treatment by time interaction was not significant. A comparison of the developments in the two intervention groups during the 3- to 6-month follow-up time period revealed a tendency towards greater weight regain in the CAD-only condition. The evidence suggests that CAD supports initial weight loss; however, additional self-management training might be necessary to support maintenance.
ReLiance: a machine learning and literature-based prioritization of receptor—ligand pairings
Iacucci, Ernesto; Tranchevent, Léon-Charles; Popovic, Dusan; Pavlopoulos, Georgios A.; De Moor, Bart; Schneider, Reinhard; Moreau, Yves
2012-01-01
Motivation: The prediction of receptor—ligand pairings is an important area of research as intercellular communications are mediated by the successful interaction of these key proteins. As the exhaustive assaying of receptor—ligand pairs is impractical, a computational approach to predict pairings is necessary. We propose a workflow to carry out this interaction prediction task, using a text mining approach in conjunction with a state of the art prediction method, as well as a widely accessible and comprehensive dataset. Among several modern classifiers, random forests have been found to be the best at this prediction task. The training of this classifier was carried out using an experimentally validated dataset of Database of Ligand-Receptor Partners (DLRP) receptor—ligand pairs. New examples, co-cited with the training receptors and ligands, are then classified using the trained classifier. After applying our method, we find that we are able to successfully predict receptor—ligand pairs within the GPCR family with a balanced accuracy of 0.96. Upon further inspection, we find several supported interactions that were not present in the Database of Interacting Proteins (DIPdatabase). We have measured the balanced accuracy of our method resulting in high quality predictions stored in the available database ReLiance. Availability: http://homes.esat.kuleuven.be/~bioiuser/ReLianceDB/index.php Contact: yves.moreau@esat.kuleuven.be; ernesto.iacucci@gmail.com Supplementary information: Supplementary data are available at Bioinformatics online. PMID:22962483
TEACH (Train to Enable/Achieve Culturally Sensitive Healthcare)
NASA Technical Reports Server (NTRS)
Maulitz, Russell; Santarelli, Thomas; Barnieu, Joanne; Rosenzweig, Larry; Yi, Na Yi; Zachary, Wayne; OConnor, Bonnie
2010-01-01
Personnel from diverse ethnic and demographic backgrounds come together in both civilian and military healthcare systems, facing diagnoses that at one level are equalizers: coronary disease is coronary disease, breast cancer is breast cancer. Yet the expression of disease in individuals from different backgrounds, individual patient experience of disease as a particular illness, and interactions between patients and providers occurring in any given disease scenario, all vary enormously depending on the fortuity of the equation of "which patient happens to arrive in whose exam room." Previously, providers' absorption of lessons-learned depended on learning as an apprentice would when exposed over time to multiple populations. As a result, and because providers are often thrown into situations where communications falter through inadequate direct patient experience, diversity in medicine remains a training challenge. The questions then become: Can simulation and virtual training environments (VTEs) be deployed to short-track and standardize this sort of random-walk problem? Can we overcome the unevenness of training caused by some providers obtaining the valuable exposure to diverse populations, whereas others are left to "sink or swim"? This paper summarizes developing a computer-based VTE called TEACH (Training to Enable/Achieve Culturally Sensitive Healthcare). TEACH was developed to enhance healthcare providers' skills in delivering culturally sensitive care to African-American women with breast cancer. With an authoring system under development to ensure extensibility, TEACH allows users to role-play in clinical oncology settings with virtual characters who interact on the basis of different combinations of African American sub-cultural beliefs regarding breast cancer. The paper reports on the roll-out and evaluation of the degree to which these interactions allow providers to acquire, practice, and refine culturally appropriate communication skills and to achieve cultural and individual personalization of healthcare in their clinical practices.
2014-01-01
Background Genome-wide microarrays have been useful for predicting chemical-genetic interactions at the gene level. However, interpreting genome-wide microarray results can be overwhelming due to the vast output of gene expression data combined with off-target transcriptional responses many times induced by a drug treatment. This study demonstrates how experimental and computational methods can interact with each other, to arrive at more accurate predictions of drug-induced perturbations. We present a two-stage strategy that links microarray experimental testing and network training conditions to predict gene perturbations for a drug with a known mechanism of action in a well-studied organism. Results S. cerevisiae cells were treated with the antifungal, fluconazole, and expression profiling was conducted under different biological conditions using Affymetrix genome-wide microarrays. Transcripts were filtered with a formal network-based method, sparse simultaneous equation models and Lasso regression (SSEM-Lasso), under different network training conditions. Gene expression results were evaluated using both gene set and single gene target analyses, and the drug’s transcriptional effects were narrowed first by pathway and then by individual genes. Variables included: (i) Testing conditions – exposure time and concentration and (ii) Network training conditions – training compendium modifications. Two analyses of SSEM-Lasso output – gene set and single gene – were conducted to gain a better understanding of how SSEM-Lasso predicts perturbation targets. Conclusions This study demonstrates that genome-wide microarrays can be optimized using a two-stage strategy for a more in-depth understanding of how a cell manifests biological reactions to a drug treatment at the transcription level. Additionally, a more detailed understanding of how the statistical model, SSEM-Lasso, propagates perturbations through a network of gene regulatory interactions is achieved. PMID:24444313
Brown, Ross; Rasmussen, Rune; Baldwin, Ian; Wyeth, Peta
2012-08-01
Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training. Copyright © 2012 Australian College of Critical Care Nurses Ltd. Published by Elsevier Ltd. All rights reserved.
NASA Technical Reports Server (NTRS)
Mazzoni, Dominic; Wagstaff, Kiri; Bornstein, Benjamin; Tang, Nghia; Roden, Joseph
2006-01-01
PixelLearn is an integrated user-interface computer program for classifying pixels in scientific images. Heretofore, training a machine-learning algorithm to classify pixels in images has been tedious and difficult. PixelLearn provides a graphical user interface that makes it faster and more intuitive, leading to more interactive exploration of image data sets. PixelLearn also provides image-enhancement controls to make it easier to see subtle details in images. PixelLearn opens images or sets of images in a variety of common scientific file formats and enables the user to interact with several supervised or unsupervised machine-learning pixel-classifying algorithms while the user continues to browse through the images. The machinelearning algorithms in PixelLearn use advanced clustering and classification methods that enable accuracy much higher than is achievable by most other software previously available for this purpose. PixelLearn is written in portable C++ and runs natively on computers running Linux, Windows, or Mac OS X.
Autonomous, Computer-Based Behavioral Health Countermeasure Evaluation at HI-SEAS Mars Analog.
Anderson, Allison P; Fellows, Abigail M; Binsted, Kim A; Hegel, Mark T; Buckey, Jay C
Living in an isolated, confined environment (ICE) can induce conflict, stress, and depression. Computer-based behavioral health countermeasures are appealing for training and treatment in ICEs because they provide confidentiality and do not require communication with the outside environment. We evaluated the Virtual Space Station (VSS), a suite of interactive computer-delivered psychological training and treatment programs, at the Hawaii Space Exploration Analog and Simulation (HI-SEAS) III expedition. Six subjects (3 male, 3 female) spent 8 mo in group-isolation and used the Conflict, Stress, and Depression modules in the VSS. Survey evaluations, data collected within the program, and postdeployment interviews were collected. This crew dealt with behavioral health issues common to ICEs. The VSS proved to be a valuable resource and was used both as intended, and in unanticipated ways, to help maintain behavioral health. The Conflict and Stress Modules were rated as highly acceptable (1.8 on a 7-point Likert scale). The crew identified a total of 13 stressors and worked on 9 problems through the VSS. Opinions about the modules were highly individualized. Crewmembers identified exercises in the VSS that were applicable and not applicable to their needs. Additional content to improve the program was identified. Autonomous, confidential training and treatment for behavioral health issues will need to be a critical component of long duration spaceflight travel. This work provides an evaluation of such a tool in a relevant ICE. Anderson AP, Fellows AM, Binsted KA, Hegel MT, Buckey JC. Autonomous, computer-based behavioral health countermeasure evaluation at HI-SEAS Mars analog. Aerosp Med Hum Perform. 2016; 87(11):912-920.
Eley, Robert; Fallon, Tony; Soar, Jeffrey; Buikstra, Elizabeth; Hegney, Desley
2008-10-01
A study was undertaken of the current knowledge and future training requirements of nurses in information and computer technology to inform policy to meet national goals for health. The role of the modern clinical nurse is intertwined with information and computer technology and adoption of such technology forms an important component of national strategies in health. The majority of nurses are expected to use information and computer technology during their work; however, the full extent of their knowledge and experience is unclear. Self-administered postal survey. A 78-item questionnaire was distributed to 10,000 Australian Nursing Federation members to identify the nurses' use of information and computer technology. Eighteen items related to nurses' training and education in information and computer technology. Response rate was 44%. Computers were used by 86.3% of respondents as part of their work-related activities. Between 4-17% of nurses had received training in each of 11 generic computer skills and software applications during their preregistration/pre-enrolment and between 12-30% as continuing professional education. Nurses who had received training believed that it was adequate to meet the needs of their job and was given at an appropriate time. Almost half of the respondents indicated that they required more training to better meet the information and computer technology requirements of their jobs and a quarter believed that their level of computer literacy was restricting their career development. Nurses considered that the vast majority of employers did not encourage information and computer technology training and, for those for whom training was available, workload was the major barrier to uptake. Nurses favoured introduction of a national competency standard in information and computer technology. For the considerable benefits of information and computer technology to be incorporated fully into the health system, employers must pay more attention to the training and education of nurses who are the largest users of that technology. Knowledge of the training and education needs of clinical nurses with respect to information and computer technology will provide a platform for the development of appropriate policies by government and by employers.
1980-01-01
necessary and identify by block number) on-the-job training task proficiency mission-oriented training training management aircraft armament systems...as was the training itself, to determine the feasibility of applying state-of-the-art computer technology to the problems of management and...62 Measures Used in Rank-ordering Functions ........ ........... 63 Computer-Supportable Functions ........ .. 63 Instructional Management
[Anesthesia simulators and training devices].
Hartmannsgruber, M; Good, M; Carovano, R; Lampotang, S; Gravenstein, J S
1993-07-01
Simulators and training devices are used extensively by educators in 'high-tech' occupations, especially those requiring an understanding of complex systems and co-ordinated psychomotor skills. Because of advances in computer technology, anaesthetised patients can now be realistically simulated. This paper describes several training devices and a simulator currently being employed in the training of anaesthesia personnel at the University of Florida. This Gainesville Anesthesia Simulator (GAS) comprises a patient mannequin, anaesthesia gas machine, and a full set of normally operating monitoring instruments. The patient can spontaneously breathe, has audible heart and breath sounds, and palpable pulses. The mannequin contains a sophisticated lung model that consumes and eliminates gas according to physiological principles. Interconnected computers controlling the physical signs of the mannequin enable the presentation of a multitude of clinical signs. In addition, the anaesthesia machine, which is functionally intact, has hidden fault activators to challenge the user to correct equipment malfunctions. Concealed sensors monitor the users' actions and responses. A robust data acquisition and control system and a user-friendly scripting language for programming simulation scenarios are key features of GAS and make this system applicable for the training of both the beginning resident and the experienced practitioner. GAS enhances clinical education in anaesthesia by providing a non-threatening environment that fosters learning by doing. Exercises with the simulator are supported by sessions on a number of training devices. These present theoretical and practical interactive courses on the anaesthesia machine and on monitors. An extensive system, for example, introduces the student to the physics and clinical application of transoesophageal echocardiography.(ABSTRACT TRUNCATED AT 250 WORDS)
Research on Collaborative Technology in Distributed Virtual Reality System
NASA Astrophysics Data System (ADS)
Lei, ZhenJiang; Huang, JiJie; Li, Zhao; Wang, Lei; Cui, JiSheng; Tang, Zhi
2018-01-01
Distributed virtual reality technology applied to the joint training simulation needs the CSCW (Computer Supported Cooperative Work) terminal multicast technology to display and the HLA (high-level architecture) technology to ensure the temporal and spatial consistency of the simulation, in order to achieve collaborative display and collaborative computing. In this paper, the CSCW’s terminal multicast technology has been used to modify and expand the implementation framework of HLA. During the simulation initialization period, this paper has used the HLA statement and object management service interface to establish and manage the CSCW network topology, and used the HLA data filtering mechanism for each federal member to establish the corresponding Mesh tree. During the simulation running period, this paper has added a new thread for the RTI and the CSCW real-time multicast interactive technology into the RTI, so that the RTI can also use the window message mechanism to notify the application update the display screen. Through many applications of submerged simulation training in substation under the operation of large power grid, it is shown that this paper has achieved satisfactory training effect on the collaborative technology used in distributed virtual reality simulation.
RS/1 in the Clinical Environment
Kush, Thomas
1980-01-01
This paper describes the design of RS/1,™ the Research System, and its use in clinical patient studies. RS/1 is an interactive computer software system developed by the Medical Systems Group at BBN. Investigators and technicians who have never before used computers can learn RS/1 with a few hours of training. It uses familiar and intuitive concepts for data handling and data analysis, such as the “automated notebook” format of data storage, the direct use of graphs in curve-fitting, and a simple command language. Its versatility has made RS/1 useful in clinical research contexts, especially for studies involving patient care data.
Computer-based simulation training in emergency medicine designed in the light of malpractice cases.
Karakuş, Akan; Duran, Latif; Yavuz, Yücel; Altintop, Levent; Calişkan, Fatih
2014-07-27
Using computer-based simulation systems in medical education is becoming more and more common. Although the benefits of practicing with these systems in medical education have been demonstrated, advantages of using computer-based simulation in emergency medicine education are less validated. The aim of the present study was to assess the success rates of final year medical students in doing emergency medical treatment and evaluating the effectiveness of computer-based simulation training in improving final year medical students' knowledge. Twenty four Students trained with computer-based simulation and completed at least 4 hours of simulation-based education between the dates Feb 1, 2010 - May 1, 2010. Also a control group (traditionally trained, n =24) was chosen. After the end of training, students completed an examination about 5 randomized medical simulation cases. In 5 cases, an average of 3.9 correct medical approaches carried out by computer-based simulation trained students, an average of 2.8 correct medical approaches carried out by traditionally trained group (t = 3.90, p < 0.005). We found that the success of students trained with simulation training in cases which required complicated medical approach, was statistically higher than the ones who didn't take simulation training (p ≤ 0.05). Computer-based simulation training would be significantly effective in learning of medical treatment algorithms. We thought that these programs can improve the success rate of students especially in doing adequate medical approach to complex emergency cases.
Procedural wound geometry and blood flow generation for medical training simulators
NASA Astrophysics Data System (ADS)
Aras, Rifat; Shen, Yuzhong; Li, Jiang
2012-02-01
Efficient application of wound treatment procedures is vital in both emergency room and battle zone scenes. In order to train first responders for such situations, physical casualty simulation kits, which are composed of tens of individual items, are commonly used. Similar to any other training scenarios, computer simulations can be effective means for wound treatment training purposes. For immersive and high fidelity virtual reality applications, realistic 3D models are key components. However, creation of such models is a labor intensive process. In this paper, we propose a procedural wound geometry generation technique that parameterizes key simulation inputs to establish the variability of the training scenarios without the need of labor intensive remodeling of the 3D geometry. The procedural techniques described in this work are entirely handled by the graphics processing unit (GPU) to enable interactive real-time operation of the simulation and to relieve the CPU for other computational tasks. The visible human dataset is processed and used as a volumetric texture for the internal visualization of the wound geometry. To further enhance the fidelity of the simulation, we also employ a surface flow model for blood visualization. This model is realized as a dynamic texture that is composed of a height field and a normal map and animated at each simulation step on the GPU. The procedural wound geometry and the blood flow model are applied to a thigh model and the efficiency of the technique is demonstrated in a virtual surgery scene.
Modeling of Tool-Tissue Interactions for Computer-Based Surgical Simulation: A Literature Review
Misra, Sarthak; Ramesh, K. T.; Okamura, Allison M.
2009-01-01
Surgical simulators present a safe and potentially effective method for surgical training, and can also be used in robot-assisted surgery for pre- and intra-operative planning. Accurate modeling of the interaction between surgical instruments and organs has been recognized as a key requirement in the development of high-fidelity surgical simulators. Researchers have attempted to model tool-tissue interactions in a wide variety of ways, which can be broadly classified as (1) linear elasticity-based, (2) nonlinear (hyperelastic) elasticity-based finite element (FE) methods, and (3) other techniques that not based on FE methods or continuum mechanics. Realistic modeling of organ deformation requires populating the model with real tissue data (which are difficult to acquire in vivo) and simulating organ response in real time (which is computationally expensive). Further, it is challenging to account for connective tissue supporting the organ, friction, and topological changes resulting from tool-tissue interactions during invasive surgical procedures. Overcoming such obstacles will not only help us to model tool-tissue interactions in real time, but also enable realistic force feedback to the user during surgical simulation. This review paper classifies the existing research on tool-tissue interactions for surgical simulators specifically based on the modeling techniques employed and the kind of surgical operation being simulated, in order to inform and motivate future research on improved tool-tissue interaction models. PMID:20119508
FTDD973: A multimedia knowledge-based system and methodology for operator training and diagnostics
NASA Technical Reports Server (NTRS)
Hekmatpour, Amir; Brown, Gary; Brault, Randy; Bowen, Greg
1993-01-01
FTDD973 (973 Fabricator Training, Documentation, and Diagnostics) is an interactive multimedia knowledge based system and methodology for computer-aided training and certification of operators, as well as tool and process diagnostics in IBM's CMOS SGP fabrication line (building 973). FTDD973 is an example of what can be achieved with modern multimedia workstations. Knowledge-based systems, hypertext, hypergraphics, high resolution images, audio, motion video, and animation are technologies that in synergy can be far more useful than each by itself. FTDD973's modular and object-oriented architecture is also an example of how improvements in software engineering are finally making it possible to combine many software modules into one application. FTDD973 is developed in ExperMedia/2; and OS/2 multimedia expert system shell for domain experts.
Collaborative voxel-based surgical virtual environments.
Acosta, Eric; Muniz, Gilbert; Armonda, Rocco; Bowyer, Mark; Liu, Alan
2008-01-01
Virtual Reality-based surgical simulators can utilize Collaborative Virtual Environments (C-VEs) to provide team-based training. To support real-time interactions, C-VEs are typically replicated on each user's local computer and a synchronization method helps keep all local copies consistent. This approach does not work well for voxel-based C-VEs since large and frequent volumetric updates make synchronization difficult. This paper describes a method that allows multiple users to interact within a voxel-based C-VE for a craniotomy simulator being developed. Our C-VE method requires smaller update sizes and provides faster synchronization update rates than volumetric-based methods. Additionally, we address network bandwidth/latency issues to simulate networked haptic and bone drilling tool interactions with a voxel-based skull C-VE.
Developing a computer security training program
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1990-01-01
We all know that training can empower the computer protection program. However, pushing computer security information outside the computer security organization into the rest of the company is often labeled as an easy project or a dungeon full of dragons. Used in part or whole, the strategy offered in this paper may help the developer of a computer security training program ward off dragons and create products and services. The strategy includes GOALS (what the result of training will be), POINTERS (tips to ensure survival), and STEPS (products and services as a means to accomplish the goals).
Influence of direct computer experience on older adults' attitudes toward computers.
Jay, G M; Willis, S L
1992-07-01
This research examined whether older adults' attitudes toward computers became more positive as a function of computer experience. The sample comprised 101 community-dwelling older adults aged 57 to 87. The intervention involved a 2-week computer training program in which subjects learned to use a desktop publishing software program. A multidimensional computer attitude measure was used to assess differential attitude change and maintenance of change following training. The results indicated that older adults' computer attitudes are modifiable and that direct computer experience is an effective means of change. Attitude change as a function of training was found for the attitude dimensions targeted by the intervention program: computer comfort and efficacy. In addition, maintenance of attitude change was established for at least two weeks following training.
PDA usage and training: targeting curriculum for residents and faculty.
Morris, Carl G; Church, Lili; Vincent, Chris; Rao, Ashwin
2007-06-01
Utilization of personal digital assistants (PDAs) in residency education is common, but information about their use and how residents are trained to use them is limited. Better understanding of resident and faculty PDA use and training is needed. We used a cross-sectional survey of 598 residents and faculty from the WWAMI (Washington, Wyoming, Alaska, Montana, and Idaho) Family Medicine Residency Network regarding PDA usage and training. Use of PDAs is common among residents (94%) and faculty (79%). Ninety-six percent of faculty and residents report stable or increasing frequency of use over time. The common barriers to PDA use relate to lack of time, knowledge, and formal education. Approximately half of PDA users (52%) have received some formal training; however, the majority of users report being self-taught. Faculty and residents prefer either small-group or one-on-one settings with hands-on, self-directed, interactive formats for PDA training. Large-group settings in lecture, written, or computer program formats were considered less helpful or desirable. PDAs have become a commonly used clinical tool. Lack of time and adequate training present a barrier to optimal application of PDAs in family medicine residency education.
Interactive-cut: Real-time feedback segmentation for translational research.
Egger, Jan; Lüddemann, Tobias; Schwarzenberg, Robert; Freisleben, Bernd; Nimsky, Christopher
2014-06-01
In this contribution, a scale-invariant image segmentation algorithm is introduced that "wraps" the algorithm's parameters for the user by its interactive behavior, avoiding the definition of "arbitrary" numbers that the user cannot really understand. Therefore, we designed a specific graph-based segmentation method that only requires a single seed-point inside the target-structure from the user and is thus particularly suitable for immediate processing and interactive, real-time adjustments by the user. In addition, color or gray value information that is needed for the approach can be automatically extracted around the user-defined seed point. Furthermore, the graph is constructed in such a way, so that a polynomial-time mincut computation can provide the segmentation result within a second on an up-to-date computer. The algorithm presented here has been evaluated with fixed seed points on 2D and 3D medical image data, such as brain tumors, cerebral aneurysms and vertebral bodies. Direct comparison of the obtained automatic segmentation results with costlier, manual slice-by-slice segmentations performed by trained physicians, suggest a strong medical relevance of this interactive approach. Copyright © 2014 Elsevier Ltd. All rights reserved.
Ben Ayed, Ismail; Punithakumar, Kumaradevan; Garvin, Gregory; Romano, Walter; Li, Shuo
2011-01-01
This study investigates novel object-interaction priors for graph cut image segmentation with application to intervertebral disc delineation in magnetic resonance (MR) lumbar spine images. The algorithm optimizes an original cost function which constrains the solution with learned prior knowledge about the geometric interactions between different objects in the image. Based on a global measure of similarity between distributions, the proposed priors are intrinsically invariant with respect to translation and rotation. We further introduce a scale variable from which we derive an original fixed-point equation (FPE), thereby achieving scale-invariance with only few fast computations. The proposed priors relax the need of costly pose estimation (or registration) procedures and large training sets (we used a single subject for training), and can tolerate shape deformations, unlike template-based priors. Our formulation leads to an NP-hard problem which does not afford a form directly amenable to graph cut optimization. We proceeded to a relaxation of the problem via an auxiliary function, thereby obtaining a nearly real-time solution with few graph cuts. Quantitative evaluations over 60 intervertebral discs acquired from 10 subjects demonstrated that the proposed algorithm yields a high correlation with independent manual segmentations by an expert. We further demonstrate experimentally the invariance of the proposed geometric attributes. This supports the fact that a single subject is sufficient for training our algorithm, and confirms the relevance of the proposed priors to disc segmentation.
Shachak, Aviv; Domb, Sharon; Borycki, Elizabeth; Fong, Nancy; Skyrme, Alison; Kushniruk, Andre; Reis, Shmuel; Ziv, Amitai
2015-01-01
We previously developed a prototype computer-based simulation to teach residents how to integrate better EMR use in the patient-physician interaction. To evaluate the prototype, we conducted usability tests with three non-clinician students, followed by a pilot study with 16 family medicine residents. The pilot study included pre- and post-test surveys of competencies and attitudes related to using the EMR in the consultation and the acceptability of the simulation, as well as 'think aloud' observations. After using the simulation prototypes, the mean scores for competencies and attitudes improved from 14.88/20 to 15.63/20 and from 22.25/30 to 23.13/30, respectively; however, only the difference for competencies was significant (paired t-test; t=-2.535, p=0.023). Mean scores for perceived usefulness and ease of use of the simulation were good (3.81 and 4.10 on a 5-point scale, respectively). Issues identified in usability testing include confusing interaction with some features, preferences for a more interactive representation of the EMR, and more options for shared decision making. In conclusion, computer-based simulation may be an effective and acceptable tool for teaching residents how to better use EMRs in clinical encounters.
NASA Astrophysics Data System (ADS)
Li, Richard Y.; Di Felice, Rosa; Rohs, Remo; Lidar, Daniel A.
2018-03-01
Transcription factors regulate gene expression, but how these proteins recognize and specifically bind to their DNA targets is still debated. Machine learning models are effective means to reveal interaction mechanisms. Here we studied the ability of a quantum machine learning approach to classify and rank binding affinities. Using simplified data sets of a small number of DNA sequences derived from actual binding affinity experiments, we trained a commercially available quantum annealer to classify and rank transcription factor binding. The results were compared to state-of-the-art classical approaches for the same simplified data sets, including simulated annealing, simulated quantum annealing, multiple linear regression, LASSO, and extreme gradient boosting. Despite technological limitations, we find a slight advantage in classification performance and nearly equal ranking performance using the quantum annealer for these fairly small training data sets. Thus, we propose that quantum annealing might be an effective method to implement machine learning for certain computational biology problems.
A Survey of Videodisc Technology.
1985-12-01
store images and the microcomputer is used as an interactive and management tool , makes for a powerful teaching system. General Motors was the first...videodisc are used for archival storage of documents. * IBM uses videodisc in over 180 branch offices where they are used both as a presentation tool and to...provide reference material. IBM is also currently working on a videodisc project as a direct training tool for mainten- ance of their computers. A
Task-Relevant Sound and User Experience in Computer-Mediated Firefighter Training
ERIC Educational Resources Information Center
Houtkamp, Joske M.; Toet, Alexander; Bos, Frank A.
2012-01-01
The authors added task-relevant sounds to a computer-mediated instructor in-the-loop virtual training for firefighter commanders in an attempt to raise the engagement and arousal of the users. Computer-mediated training for crew commanders should provide a sensory experience that is sufficiently intense to make the training viable and effective.…
ERIC Educational Resources Information Center
Hurt, Andrew C.
2007-01-01
With technology advances, computer software becomes increasingly difficult to learn. Adults often rely on software training to keep abreast of these changes. Instructor-led software training is frequently used to teach adults new software skills; however there is limited research regarding the best practices in adult computer software training.…
An Open-Source Toolbox for Surrogate Modeling of Joint Contact Mechanics
Eskinazi, Ilan
2016-01-01
Goal Incorporation of elastic joint contact models into simulations of human movement could facilitate studying the interactions between muscles, ligaments, and bones. Unfortunately, elastic joint contact models are often too expensive computationally to be used within iterative simulation frameworks. This limitation can be overcome by using fast and accurate surrogate contact models that fit or interpolate input-output data sampled from existing elastic contact models. However, construction of surrogate contact models remains an arduous task. The aim of this paper is to introduce an open-source program called Surrogate Contact Modeling Toolbox (SCMT) that facilitates surrogate contact model creation, evaluation, and use. Methods SCMT interacts with the third party software FEBio to perform elastic contact analyses of finite element models and uses Matlab to train neural networks that fit the input-output contact data. SCMT features sample point generation for multiple domains, automated sampling, sample point filtering, and surrogate model training and testing. Results An overview of the software is presented along with two example applications. The first example demonstrates creation of surrogate contact models of artificial tibiofemoral and patellofemoral joints and evaluates their computational speed and accuracy, while the second demonstrates the use of surrogate contact models in a forward dynamic simulation of an open-chain leg extension-flexion motion. Conclusion SCMT facilitates the creation of computationally fast and accurate surrogate contact models. Additionally, it serves as a bridge between FEBio and OpenSim musculoskeletal modeling software. Significance Researchers may now create and deploy surrogate models of elastic joint contact with minimal effort. PMID:26186761
Deep Wavelet Scattering for Quantum Energy Regression
NASA Astrophysics Data System (ADS)
Hirn, Matthew
Physical functionals are usually computed as solutions of variational problems or from solutions of partial differential equations, which may require huge computations for complex systems. Quantum chemistry calculations of ground state molecular energies is such an example. Indeed, if x is a quantum molecular state, then the ground state energy E0 (x) is the minimum eigenvalue solution of the time independent Schrödinger Equation, which is computationally intensive for large systems. Machine learning algorithms do not simulate the physical system but estimate solutions by interpolating values provided by a training set of known examples {(xi ,E0 (xi) } i <= n . However, precise interpolations may require a number of examples that is exponential in the system dimension, and are thus intractable. This curse of dimensionality may be circumvented by computing interpolations in smaller approximation spaces, which take advantage of physical invariants. Linear regressions of E0 over a dictionary Φ ={ϕk } k compute an approximation E 0 as: E 0 (x) =∑kwkϕk (x) , where the weights {wk } k are selected to minimize the error between E0 and E 0 on the training set. The key to such a regression approach then lies in the design of the dictionary Φ. It must be intricate enough to capture the essential variability of E0 (x) over the molecular states x of interest, while simple enough so that evaluation of Φ (x) is significantly less intensive than a direct quantum mechanical computation (or approximation) of E0 (x) . In this talk we present a novel dictionary Φ for the regression of quantum mechanical energies based on the scattering transform of an intermediate, approximate electron density representation ρx of the state x. The scattering transform has the architecture of a deep convolutional network, composed of an alternating sequence of linear filters and nonlinear maps. Whereas in many deep learning tasks the linear filters are learned from the training data, here the physical properties of E0 (invariance to isometric transformations of the state x, stable to deformations of x) are leveraged to design a collection of linear filters ρx *ψλ for an appropriate wavelet ψ. These linear filters are composed with the nonlinear modulus operator, and the process is iterated upon so that at each layer stable, invariant features are extracted: ϕk (x) = ∥ | | ρx *ψλ1 | * ψλ2 | * ... *ψλm ∥ , k = (λ1 , ... ,λm) , m = 1 , 2 , ... The scattering transform thus encodes not only interactions at multiple scales (in the first layer, m = 1), but also features that encode complex phenomena resulting from a cascade of interactions across scales (in subsequent layers, m >= 2). Numerical experiments give state of the art accuracy over data bases of organic molecules, while theoretical results guarantee performance for the component of the ground state energy resulting from Coulombic interactions. Supported by the ERC InvariantClass 320959 Grant.
Machine-assisted analysis of Landsat data in the study of crop-soils relationships
Draeger, William C.
1976-01-01
To date, relatively few studies have dealt with crop-soil interactions as they affect the appearance of agricultural areas on Landsat imagery, and hence crop and soil classification or the analysis of agricultural land use.The Image 100, a computer-based data analysis system which allows an interpreter to interact directly and rapidly with Landsat computer compatible tape data, provided a tool to assist in the evaluation of the extent and significance of these interactions. Used with timely and accurate ground data, the system made possible a determination of the variability in crop spectral appearance, from soil type to soil type, as recorded on Landsat data. Information was provided in the form of spectral distribution histrograms for each crop-soil class on each Landsat band. Several crop categories in a test area in rookings County, South Dakota, were classified using training fields that were selected to be representative of each major crop-soil class. Accuracies in each case, on a total acreage basis, were greater than 90 percent.
Cognitive context detection in UAS operators using eye-gaze patterns on computer screens
NASA Astrophysics Data System (ADS)
Mannaru, Pujitha; Balasingam, Balakumar; Pattipati, Krishna; Sibley, Ciara; Coyne, Joseph
2016-05-01
In this paper, we demonstrate the use of eye-gaze metrics of unmanned aerial systems (UAS) operators as effective indices of their cognitive workload. Our analyses are based on an experiment where twenty participants performed pre-scripted UAS missions of three different difficulty levels by interacting with two custom designed graphical user interfaces (GUIs) that are displayed side by side. First, we compute several eye-gaze metrics, traditional eye movement metrics as well as newly proposed ones, and analyze their effectiveness as cognitive classifiers. Most of the eye-gaze metrics are computed by dividing the computer screen into "cells". Then, we perform several analyses in order to select metrics for effective cognitive context classification related to our specific application; the objective of these analyses are to (i) identify appropriate ways to divide the screen into cells; (ii) select appropriate metrics for training and classification of cognitive features; and (iii) identify a suitable classification method.
Tangible Landscape: Cognitively Grasping the Flow of Water
NASA Astrophysics Data System (ADS)
Harmon, B. A.; Petrasova, A.; Petras, V.; Mitasova, H.; Meentemeyer, R. K.
2016-06-01
Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing - an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it - aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.
Sorensen, Mads Solvsten; Mosegaard, Jesper; Trier, Peter
2009-06-01
Existing virtual simulators for middle ear surgery are based on 3-dimensional (3D) models from computed tomographic or magnetic resonance imaging data in which image quality is limited by the lack of detail (maximum, approximately 50 voxels/mm3), natural color, and texture of the source material.Virtual training often requires the purchase of a program, a customized computer, and expensive peripherals dedicated exclusively to this purpose. The Visible Ear freeware library of digital images from a fresh-frozen human temporal bone was segmented, and real-time volume rendered as a 3D model of high-fidelity, true color, and great anatomic detail and realism of the surgically relevant structures. A haptic drilling model was developed for surgical interaction with the 3D model. Realistic visualization in high-fidelity (approximately 125 voxels/mm3) and true color, 2D, or optional anaglyph stereoscopic 3D was achieved on a standard Core 2 Duo personal computer with a GeForce 8,800 GTX graphics card, and surgical interaction was provided through a relatively inexpensive (approximately $2,500) Phantom Omni haptic 3D pointing device. This prototype is published for download (approximately 120 MB) as freeware at http://www.alexandra.dk/ves/index.htm.With increasing personal computer performance, future versions may include enhanced resolution (up to 8,000 voxels/mm3) and realistic interaction with deformable soft tissue components such as skin, tympanic membrane, dura, and cholesteatomas-features some of which are not possible with computed tomographic-/magnetic resonance imaging-based systems.
Effects on Training Using Illumination in Virtual Environments
NASA Technical Reports Server (NTRS)
Maida, James C.; Novak, M. S. Jennifer; Mueller, Kristian
1999-01-01
Camera based tasks are commonly performed during orbital operations, and orbital lighting conditions, such as high contrast shadowing and glare, are a factor in performance. Computer based training using virtual environments is a common tool used to make and keep CTW members proficient. If computer based training included some of these harsh lighting conditions, would the crew increase their proficiency? The project goal was to determine whether computer based training increases proficiency if one trains for a camera based task using computer generated virtual environments with enhanced lighting conditions such as shadows and glare rather than color shaded computer images normally used in simulators. Previous experiments were conducted using a two degree of freedom docking system. Test subjects had to align a boresight camera using a hand controller with one axis of rotation and one axis of rotation. Two sets of subjects were trained on two computer simulations using computer generated virtual environments, one with lighting, and one without. Results revealed that when subjects were constrained by time and accuracy, those who trained with simulated lighting conditions performed significantly better than those who did not. To reinforce these results for speed and accuracy, the task complexity was increased.
Fernandez Castelao, Ezequiel; Russo, Sebastian G; Cremer, Stephan; Strack, Micha; Kaminski, Lea; Eich, Christoph; Timmermann, Arnd; Boos, Margarete
2011-10-01
To evaluate the impact of video-based interactive crisis resource management (CRM) training on no-flow time (NFT) and on proportions of team member verbalisations (TMV) during simulated cardiopulmonary resuscitation (CPR). Further, to investigate the link between team leader verbalisation accuracy and NFT. The randomised controlled study was embedded in the obligatory advanced life support (ALS) course for final-year medical students. Students (176; 25.35±1.03 years, 63% female) were alphabetically assigned to 44 four-person teams that were then randomly (computer-generated) assigned to either CRM intervention (n=26), receiving interactive video-based CRM-training, or to control intervention (n=18), receiving an additional ALS-training. Primary outcomes were NFT and proportions of TMV, which were subdivided into eight categories: four team leader verbalisations (TLV) with different accuracy levels and four follower verbalisation categories (FV). Measurements were made of all groups administering simulated adult CPR. NFT rates were significantly lower in the CRM-training group (31.4±6.1% vs. 36.3±6.6%, p=0.014). Proportions of all TLV categories were higher in the CRM-training group (p<0.001). Differences in FV were only found for one category (unsolicited information) (p=0.012). The highest correlation with NFT was found for high accuracy TLV (direct orders) (p=0.06). The inclusion of CRM training in undergraduate medical education reduces NFT in simulated CPR and improves TLV proportions during simulated CPR. Further research will test how these results translate into clinical performance and patient outcome. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
Auditory training and challenges associated with participation and compliance.
Sweetow, Robert W; Sabes, Jennifer Henderson
2010-10-01
When individuals have hearing loss, physiological changes in their brain interact with relearning of sound patterns. Some individuals utilize compensatory strategies that may result in successful hearing aid use. Others, however, are not so fortunate. Modern hearing aids can provide audibility but may not rectify spectral and temporal resolution, susceptibility to noise interference, or degradation of cognitive skills, such as declining auditory memory and slower speed of processing associated with aging. Frequently, these deficits are not identified during a typical "hearing aid evaluation." Aural rehabilitation has long been advocated to enhance communication but has not been considered time or cost-effective. Home-based, interactive adaptive computer therapy programs are available that are designed to engage the adult hearing-impaired listener in the hearing aid fitting process, provide listening strategies, build confidence, and address cognitive changes. Despite the availability of these programs, many patients and professionals are reluctant to engage in and complete therapy. The purposes of this article are to discuss the need for identifying auditory and nonauditory factors that may adversely affect the overall audiological rehabilitation process, to discuss important features that should be incorporated into training, and to examine reasons for the lack of compliance with therapeutic options. Possible solutions to maximizing compliance are explored. Only a small portion of audiologists (fewer than 10%) offer auditory training to patients with hearing impairment, even though auditory training appears to lower the rate of hearing aid returns for credit. Patients to whom auditory training programs are recommended often do not complete the training, however. Compliance for a cohort of home-based auditory therapy trainees was less than 30%. Activities to increase patient compliance to auditory training protocols are proposed. American Academy of Audiology.
Chen, Po-Yin; Wei, Shun-Hwa; Hsieh, Wan-Ling; Cheen, Jang-Rong; Chen, Liang-Kung; Kao, Chung-Lan
2012-01-01
Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.
Zou, Yi-Bo; Chen, Yi-Min; Gao, Ming-Ke; Liu, Quan; Jiang, Si-Yu; Lu, Jia-Hui; Huang, Chen; Li, Ze-Yu; Zhang, Dian-Hua
2017-08-01
Coronary heart disease preoperative diagnosis plays an important role in the treatment of vascular interventional surgery. Actually, most doctors are used to diagnosing the position of the vascular stenosis and then empirically estimating vascular stenosis by selective coronary angiography images instead of using mouse, keyboard and computer during preoperative diagnosis. The invasive diagnostic modality is short of intuitive and natural interaction and the results are not accurate enough. Aiming at above problems, the coronary heart disease preoperative gesture interactive diagnostic system based on Augmented Reality is proposed. The system uses Leap Motion Controller to capture hand gesture video sequences and extract the features which that are the position and orientation vector of the gesture motion trajectory and the change of the hand shape. The training planet is determined by K-means algorithm and then the effect of gesture training is improved by multi-features and multi-observation sequences for gesture training. The reusability of gesture is improved by establishing the state transition model. The algorithm efficiency is improved by gesture prejudgment which is used by threshold discriminating before recognition. The integrity of the trajectory is preserved and the gesture motion space is extended by employing space rotation transformation of gesture manipulation plane. Ultimately, the gesture recognition based on SRT-HMM is realized. The diagnosis and measurement of the vascular stenosis are intuitively and naturally realized by operating and measuring the coronary artery model with augmented reality and gesture interaction techniques. All of the gesture recognition experiments show the distinguish ability and generalization ability of the algorithm and gesture interaction experiments prove the availability and reliability of the system.
Plagianakos, V P; Magoulas, G D; Vrahatis, M N
2006-03-01
Distributed computing is a process through which a set of computers connected by a network is used collectively to solve a single problem. In this paper, we propose a distributed computing methodology for training neural networks for the detection of lesions in colonoscopy. Our approach is based on partitioning the training set across multiple processors using a parallel virtual machine. In this way, interconnected computers of varied architectures can be used for the distributed evaluation of the error function and gradient values, and, thus, training neural networks utilizing various learning methods. The proposed methodology has large granularity and low synchronization, and has been implemented and tested. Our results indicate that the parallel virtual machine implementation of the training algorithms developed leads to considerable speedup, especially when large network architectures and training sets are used.
The Cost-Effectiveness of Military Training.
ERIC Educational Resources Information Center
Orlansky, Jesse
Flight simulators, computer-based instruction (including both computer-assisted and computer-managed instruction), and maintenance training simulators are as effective, when used for training, as aircraft, conventional classroom instruction, and actual equipment, respectively. Data from about 100 studies are reported to support this finding. These…
Supervisors with Micros: Trends and Training Needs.
ERIC Educational Resources Information Center
Bryan, Leslie A., Jr.
1986-01-01
Results of a study conducted by Purdue University concerning the use of computers by supervisors in manufacturing firms are presented and discussed. Examines access to computers, minicomputers versus mainframes, training time on computers, replacement of staff, creation of personnel problems, and training methods. (CT)
ERIC Educational Resources Information Center
Nosik, Melissa R.; Williams, W. Larry; Garrido, Natalia; Lee, Sarah
2013-01-01
In the current study, behavior skills training (BST) is compared to a computer based training package for teaching discrete trial instruction to staff, teaching an adult with autism. The computer based training package consisted of instructions, video modeling and feedback. BST consisted of instructions, modeling, rehearsal and feedback. Following…
A 3D virtual reality simulator for training of minimally invasive surgery.
Mi, Shao-Hua; Hou, Zeng-Gunag; Yang, Fan; Xie, Xiao-Liang; Bian, Gui-Bin
2014-01-01
For the last decade, remarkable progress has been made in the field of cardiovascular disease treatment. However, these complex medical procedures require a combination of rich experience and technical skills. In this paper, a 3D virtual reality simulator for core skills training in minimally invasive surgery is presented. The system can generate realistic 3D vascular models segmented from patient datasets, including a beating heart, and provide a real-time computation of force and force feedback module for surgical simulation. Instruments, such as a catheter or guide wire, are represented by a multi-body mass-spring model. In addition, a realistic user interface with multiple windows and real-time 3D views are developed. Moreover, the simulator is also provided with a human-machine interaction module that gives doctors the sense of touch during the surgery training, enables them to control the motion of a virtual catheter/guide wire inside a complex vascular model. Experimental results show that the simulator is suitable for minimally invasive surgery training.
Qualification and Approval of Personal Computer-Based Aviation Training Devices
DOT National Transportation Integrated Search
1997-05-12
This Advisory Circular (AC) provides information and guidance to potential training device manufacturers and aviation training consumers concerning a means, acceptable to the Administrator, by which personal computer-based aviation training devices (...
Training | High-Performance Computing | NREL
Training Training Find training resources for using NREL's high-performance computing (HPC) systems as well as related online tutorials. Upcoming Training HPC User Workshop - June 12th We will be Conference, a group meets to discuss Best Practices in HPC Training. This group developed a list of resources
NASA Astrophysics Data System (ADS)
Gordova, Yulia; Okladnikov, Igor; Titov, Alexander; Gordov, Evgeny
2016-04-01
While there is a strong demand for innovation in digital learning, available training programs in the environmental sciences have no time to adapt to rapid changes in the domain content. A joint group of scientists and university teachers develops and implements an educational environment for new learning experiences in basics of climatic science and its applications. This so-called virtual learning laboratory "Climate" contains educational materials and interactive training courses developed to provide undergraduate and graduate students with profound understanding of changes in regional climate and environment. The main feature of this Laboratory is that students perform their computational tasks on climate modeling and evaluation and assessment of climate change using the typical tools of the "Climate" information-computational system, which are usually used by real-life practitioners performing such kind of research. Students have an opportunity to perform computational laboratory works using information-computational tools of the system and improve skills of their usage simultaneously with mastering the subject. We did not create an artificial learning environment to pass the trainings. On the contrary, the main purpose of association of the educational block and computational information system was to familiarize students with the real existing technologies for monitoring and analysis of data on the state of the climate. Trainings are based on technologies and procedures which are typical for Earth system sciences. Educational courses are designed to permit students to conduct their own investigations of ongoing and future climate changes in a manner that is essentially identical to the techniques used by national and international climate research organizations. All trainings are supported by lectures, devoted to the basic aspects of modern climatology, including analysis of current climate change and its possible impacts ensuring effective links between theory and practice. Along with its usage in graduate and postgraduate education, "Climate" is used as a framework for a developed basic information course on climate change for common public. In this course basic concepts and problems of modern climate change and its possible consequences are described for non-specialists. The course will also include links to relevant information resources on topical issues of Earth Sciences and a number of case studies, which are carried out for a selected region to consolidate the received knowledge.
Ye, Nong; Li, Xiangyang; Farley, Toni
2003-01-15
Hand signs are considered as one of the important ways to enter information into computers for certain tasks. Computers receive sensor data of hand signs for recognition. When using hand signs as computer inputs, we need to (1) train computer users in the sign language so that their hand signs can be easily recognized by computers, and (2) design the computer interface to avoid the use of confusing signs for improving user input performance and user satisfaction. For user training and computer interface design, it is important to have a knowledge of which signs can be easily recognized by computers and which signs are not distinguishable by computers. This paper presents a data mining technique to discover distinct patterns of hand signs from sensor data. Based on these patterns, we derive a group of indistinguishable signs by computers. Such information can in turn assist in user training and computer interface design.
Machine learning of molecular properties: Locality and active learning
NASA Astrophysics Data System (ADS)
Gubaev, Konstantin; Podryabinkin, Evgeny V.; Shapeev, Alexander V.
2018-06-01
In recent years, the machine learning techniques have shown great potent1ial in various problems from a multitude of disciplines, including materials design and drug discovery. The high computational speed on the one hand and the accuracy comparable to that of density functional theory on another hand make machine learning algorithms efficient for high-throughput screening through chemical and configurational space. However, the machine learning algorithms available in the literature require large training datasets to reach the chemical accuracy and also show large errors for the so-called outliers—the out-of-sample molecules, not well-represented in the training set. In the present paper, we propose a new machine learning algorithm for predicting molecular properties that addresses these two issues: it is based on a local model of interatomic interactions providing high accuracy when trained on relatively small training sets and an active learning algorithm of optimally choosing the training set that significantly reduces the errors for the outliers. We compare our model to the other state-of-the-art algorithms from the literature on the widely used benchmark tests.
Interactive Media and Simulation Tools for Technical Training
NASA Technical Reports Server (NTRS)
Gramoll, Kurt
1997-01-01
Over the last several years, integration of multiple media sources into a single information system has been rapidly developing. It has been found that when sound, graphics, text, animations, and simulations are skillfully integrated, the sum of the parts exceeds the individual parts for effective learning. In addition, simulations can be used to design and understand complex engineering processes. With the recent introduction of many high-level authoring, animation, modeling, and rendering programs for personal computers, significant multimedia programs can be developed by practicing engineers, scientists and even managers for both training and education. However, even with these new tools, a considerable amount of time is required to produce an interactive multimedia program. The development of both CD-ROM and Web-based programs are discussed in addition to the use of technically oriented animations. Also examined are various multimedia development tools and how they are used to develop effective engineering education courseware. Demonstrations of actual programs in engineering mechanics are shown.
Effects of sequence on DNA wrapping around histones
NASA Astrophysics Data System (ADS)
Ortiz, Vanessa
2011-03-01
A central question in biophysics is whether the sequence of a DNA strand affects its mechanical properties. In epigenetics, these are thought to influence nucleosome positioning and gene expression. Theoretical and experimental attempts to answer this question have been hindered by an inability to directly resolve DNA structure and dynamics at the base-pair level. In our previous studies we used a detailed model of DNA to measure the effects of sequence on the stability of naked DNA under bending. Sequence was shown to influence DNA's ability to form kinks, which arise when certain motifs slide past others to form non-native contacts. Here, we have now included histone-DNA interactions to see if the results obtained for naked DNA are transferable to the problem of nucleosome positioning. Different DNA sequences interacting with the histone protein complex are studied, and their equilibrium and mechanical properties are compared among themselves and with the naked case. NLM training grant to the Computation and Informatics in Biology and Medicine Training Program (NLM T15LM007359).
[Virtual microscopy in pathology teaching and postgraduate training (continuing education)].
Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P
2008-11-01
As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.
Applied virtual reality at the Research Triangle Institute
NASA Technical Reports Server (NTRS)
Montoya, R. Jorge
1994-01-01
Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard.
Gilmore-Bykovskyi, Andrea L
2015-01-01
Mealtime behavioral symptoms are distressing and frequently interrupt eating for the individual experiencing them and others in the environment. A computer-assisted coding scheme was developed to measure caregiver person-centeredness and behavioral symptoms for nursing home residents with dementia during mealtime interactions. The purpose of this pilot study was to determine the feasibility, ease of use, and inter-observer reliability of the coding scheme, and to explore the clinical utility of the coding scheme. Trained observers coded 22 observations. Data collection procedures were acceptable to participants. Overall, the coding scheme proved to be feasible, easy to execute and yielded good to very good inter-observer agreement following observer re-training. The coding scheme captured clinically relevant, modifiable antecedents to mealtime behavioral symptoms, but would be enhanced by the inclusion of measures for resident engagement and consolidation of items for measuring caregiver person-centeredness that co-occurred and were difficult for observers to distinguish. Published by Elsevier Inc.
Computer Training for Staff and Patrons.
ERIC Educational Resources Information Center
Krissoff, Alan; Konrad, Lee
1998-01-01
Describes a pilot computer training program for library staff and patrons at the University of Wisconsin-Madison. Reviews components of effective training programs and highlights core computer competencies: operating systems, hardware and software basics and troubleshooting, and search concepts and techniques. Includes an instructional outline and…
The Interaction between Semantic Representation and Episodic Memory.
Fang, Jing; Rüther, Naima; Bellebaum, Christian; Wiskott, Laurenz; Cheng, Sen
2018-02-01
The experimental evidence on the interrelation between episodic memory and semantic memory is inconclusive. Are they independent systems, different aspects of a single system, or separate but strongly interacting systems? Here, we propose a computational role for the interaction between the semantic and episodic systems that might help resolve this debate. We hypothesize that episodic memories are represented as sequences of activation patterns. These patterns are the output of a semantic representational network that compresses the high-dimensional sensory input. We show quantitatively that the accuracy of episodic memory crucially depends on the quality of the semantic representation. We compare two types of semantic representations: appropriate representations, which means that the representation is used to store input sequences that are of the same type as those that it was trained on, and inappropriate representations, which means that stored inputs differ from the training data. Retrieval accuracy is higher for appropriate representations because the encoded sequences are less divergent than those encoded with inappropriate representations. Consistent with our model prediction, we found that human subjects remember some aspects of episodes significantly more accurately if they had previously been familiarized with the objects occurring in the episode, as compared to episodes involving unfamiliar objects. We thus conclude that the interaction with the semantic system plays an important role for episodic memory.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Park, Sang Hyun; Gao, Yaozong, E-mail: yzgao@cs.unc.edu; Shi, Yinghuan, E-mail: syh@nju.edu.cn
Purpose: Accurate prostate segmentation is necessary for maximizing the effectiveness of radiation therapy of prostate cancer. However, manual segmentation from 3D CT images is very time-consuming and often causes large intra- and interobserver variations across clinicians. Many segmentation methods have been proposed to automate this labor-intensive process, but tedious manual editing is still required due to the limited performance. In this paper, the authors propose a new interactive segmentation method that can (1) flexibly generate the editing result with a few scribbles or dots provided by a clinician, (2) fast deliver intermediate results to the clinician, and (3) sequentially correctmore » the segmentations from any type of automatic or interactive segmentation methods. Methods: The authors formulate the editing problem as a semisupervised learning problem which can utilize a priori knowledge of training data and also the valuable information from user interactions. Specifically, from a region of interest near the given user interactions, the appropriate training labels, which are well matched with the user interactions, can be locally searched from a training set. With voting from the selected training labels, both confident prostate and background voxels, as well as unconfident voxels can be estimated. To reflect informative relationship between voxels, location-adaptive features are selected from the confident voxels by using regression forest and Fisher separation criterion. Then, the manifold configuration computed in the derived feature space is enforced into the semisupervised learning algorithm. The labels of unconfident voxels are then predicted by regularizing semisupervised learning algorithm. Results: The proposed interactive segmentation method was applied to correct automatic segmentation results of 30 challenging CT images. The correction was conducted three times with different user interactions performed at different time periods, in order to evaluate both the efficiency and the robustness. The automatic segmentation results with the original average Dice similarity coefficient of 0.78 were improved to 0.865–0.872 after conducting 55–59 interactions by using the proposed method, where each editing procedure took less than 3 s. In addition, the proposed method obtained the most consistent editing results with respect to different user interactions, compared to other methods. Conclusions: The proposed method obtains robust editing results with few interactions for various wrong segmentation cases, by selecting the location-adaptive features and further imposing the manifold regularization. The authors expect the proposed method to largely reduce the laborious burdens of manual editing, as well as both the intra- and interobserver variability across clinicians.« less
ERIC Educational Resources Information Center
Fenton, Ginger D.; LaBorde, Luke F.; Radhakrishna, Rama B.; Brown, J. Lynne; Cutter, Catherine N.
2006-01-01
Computer-based training is increasingly favored by food companies for training workers due to convenience, self-pacing ability, and ease of use. The objectives of this study were to determine if personal hygiene training, offered through a computer-based method, is as effective as a face-to-face method in knowledge acquisition and improved…
ERIC Educational Resources Information Center
Lavender, Julie
2013-01-01
Military health care facilities make extensive use of computer-based training (CBT) for both clinical and non-clinical staff. Despite evidence identifying various factors that may impact CBT, the problem is unclear as to what factors specifically influence employee participation in computer-based training. The purpose of this mixed method case…
Protocols for Handling Messages Between Simulation Computers
NASA Technical Reports Server (NTRS)
Balcerowski, John P.; Dunnam, Milton
2006-01-01
Practical Simulator Network (PSimNet) is a set of data-communication protocols designed especially for use in handling messages between computers that are engaging cooperatively in real-time or nearly-real-time training simulations. In a typical application, computers that provide individualized training at widely dispersed locations would communicate, by use of PSimNet, with a central host computer that would provide a common computational- simulation environment and common data. Originally intended for use in supporting interfaces between training computers and computers that simulate the responses of spacecraft scientific payloads, PSimNet could be especially well suited for a variety of other applications -- for example, group automobile-driver training in a classroom. Another potential application might lie in networking of automobile-diagnostic computers at repair facilities to a central computer that would compile the expertise of numerous technicians and engineers and act as an expert consulting technician.
2010-01-01
Background Protein-protein interaction (PPI) plays essential roles in cellular functions. The cost, time and other limitations associated with the current experimental methods have motivated the development of computational methods for predicting PPIs. As protein interactions generally occur via domains instead of the whole molecules, predicting domain-domain interaction (DDI) is an important step toward PPI prediction. Computational methods developed so far have utilized information from various sources at different levels, from primary sequences, to molecular structures, to evolutionary profiles. Results In this paper, we propose a computational method to predict DDI using support vector machines (SVMs), based on domains represented as interaction profile hidden Markov models (ipHMM) where interacting residues in domains are explicitly modeled according to the three dimensional structural information available at the Protein Data Bank (PDB). Features about the domains are extracted first as the Fisher scores derived from the ipHMM and then selected using singular value decomposition (SVD). Domain pairs are represented by concatenating their selected feature vectors, and classified by a support vector machine trained on these feature vectors. The method is tested by leave-one-out cross validation experiments with a set of interacting protein pairs adopted from the 3DID database. The prediction accuracy has shown significant improvement as compared to InterPreTS (Interaction Prediction through Tertiary Structure), an existing method for PPI prediction that also uses the sequences and complexes of known 3D structure. Conclusions We show that domain-domain interaction prediction can be significantly enhanced by exploiting information inherent in the domain profiles via feature selection based on Fisher scores, singular value decomposition and supervised learning based on support vector machines. Datasets and source code are freely available on the web at http://liao.cis.udel.edu/pub/svdsvm. Implemented in Matlab and supported on Linux and MS Windows. PMID:21034480
Tomelleri, Christopher; Waldner, Andreas; Werner, Cordula; Hesse, Stefan
2011-01-01
The main goal of robotic gait rehabilitation is the restoration of independent gait. To achieve this goal different and specific patterns have to be practiced intensively in order to stimulate the learning process of the central nervous system. The gait robot G-EO Systems was designed to allow the repetitive practice of floor walking, stair climbing and stair descending. A novel control strategy allows training in adaptive mode. The force interactions between the foot and the ground were analyzed on 8 healthy volunteers in three different conditions: real floor walking on a treadmill, floor walking on the gait robot in passive mode, floor walking on the gait robot in adaptive mode. The ground reaction forces were measured by a Computer Dyno Graphy (CDG) analysis system. The results show different intensities of the ground reaction force across all of the three conditions. The intensities of force interactions during the adaptive training mode are comparable to the real walking on the treadmill. Slight deviations still occur in regard to the timing pattern of the forces. The adaptive control strategy comes closer to the physiological swing phase than the passive mode and seems to be a promising option for the treatment of gait disorders. Clinical trials will validate the efficacy of this new option in locomotor therapy on the patients. © 2011 IEEE
NASA Technical Reports Server (NTRS)
Rogers, R. H. (Principal Investigator)
1982-01-01
A program established by NASA with the Environmental Research Institute of Michigan (ERIM) applies a network where the major participants are NASA, universities or research institutes, community colleges, and local private and public organizations. Local users are given an opportunity to obtain "hands on" training in LANDSAT data analysis and Geographic Information System (GIS) techniques using a desk top, interactive remote analysis station (RAS). The RAS communicates with a central computing facility via telephone line, and provides for generation of land use and land suitability maps and other data products via remote command. During the period from 22 September 1980 - 6 March 1982, 15 workshops and other training activities were successfully conducted throughout Michigan providing hands on training on the RAS terminals for 250 or more people and user awareness activities such as exhibits and demonstrations for 2,000 or more participants.
M-DAS: System for multispectral data analysis. [in Saginaw Bay, Michigan
NASA Technical Reports Server (NTRS)
Johnson, R. H.
1975-01-01
M-DAS is a ground data processing system designed for analysis of multispectral data. M-DAS operates on multispectral data from LANDSAT, S-192, M2S and other sources in CCT form. Interactive training by operator-investigators using a variable cursor on a color display was used to derive optimum processing coefficients and data on cluster separability. An advanced multivariate normal-maximum likelihood processing algorithm was used to produce output in various formats: color-coded film images, geometrically corrected map overlays, moving displays of scene sections, coverage tabulations and categorized CCTs. The analysis procedure for M-DAS involves three phases: (1) screening and training, (2) analysis of training data to compute performance predictions and processing coefficients, and (3) processing of multichannel input data into categorized results. Typical M-DAS applications involve iteration between each of these phases. A series of photographs of the M-DAS display are used to illustrate M-DAS operation.
Usability and Utility of a Mobile Application for Marksmanship Training
2015-01-01
Right of Canada, as represented by the Minister of National Defence, 2015 © Sa Majesté la Reine (en droit du Canada), telle que représentée par le...Empirical Evaluation of the System Usability Scale. International Journal of Human-Computer Interaction, 24(6), 574-594. BenMoussa, C. (2003). Workers on...Behavioral and Social Sciences. Jumisko-Pyykko, S., & Vainio, T. (2011). Framing the Context of Use for Mobile HCI. International Journal of Mobile
Guidelines for developing distributed virtual environment applications
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.
1998-08-01
We have conducted a variety of projects that served to investigate the limits of virtual environments and distributed virtual environment (DVE) technology for the military and medical professions. The projects include an application that allows the user to interactively explore a high-fidelity, dynamic scale model of the Solar System and a high-fidelity, photorealistic, rapidly reconfigurable aircraft simulator. Additional projects are a project for observing, analyzing, and understanding the activity in a military distributed virtual environment, a project to develop a distributed threat simulator for training Air Force pilots, a virtual spaceplane to determine user interface requirements for a planned military spaceplane system, and an automated wingman for use in supplementing or replacing human-controlled systems in a DVE. The last two projects are a virtual environment user interface framework; and a project for training hospital emergency department personnel. In the process of designing and assembling the DVE applications in support of these projects, we have developed rules of thumb and insights into assembling DVE applications and the environment itself. In this paper, we open with a brief review of the applications that were the source for our insights and then present the lessons learned as a result of these projects. The lessons we have learned fall primarily into five areas. These areas are requirements development, software architecture, human-computer interaction, graphical database modeling, and construction of computer-generated forces.
2010-01-01
Background The present study compares the value of additional use of computer simulated heart sounds, to conventional bedside auscultation training, on the cardiac auscultation skills of 3rd year medical students at Oslo University Medical School. Methods In addition to their usual curriculum courses, groups of seven students each were randomized to receive four hours of additional auscultation training either employing a computer simulator system or adding on more conventional bedside training. Cardiac auscultation skills were afterwards tested using live patients. Each student gave a written description of the auscultation findings in four selected patients, and was rewarded from 0-10 points for each patient. Differences between the two study groups were evaluated using student's t-test. Results At the auscultation test no significant difference in mean score was found between the students who had used additional computer based sound simulation compared to additional bedside training. Conclusions Students at an early stage of their cardiology training demonstrated equal performance of cardiac auscultation whether they had received an additional short auscultation course based on computer simulated training, or had had additional bedside training. PMID:20082701
Young, Brittany M.; Stamm, Julie M.; Song, Jie; Remsik, Alexander B.; Nair, Veena A.; Tyler, Mitchell E.; Edwards, Dorothy F.; Caldera, Kristin; Sattin, Justin A.; Williams, Justin C.; Prabhakaran, Vivek
2016-01-01
Background: Brain–computer interface (BCI) devices are being investigated for their application in stroke rehabilitation, but little is known about how structural changes in the motor system relate to behavioral measures with the use of these systems. Objective: This study examined relationships among diffusion tensor imaging (DTI)-derived metrics and with behavioral changes in stroke patients with and without BCI training. Methods: Stroke patients (n = 19) with upper extremity motor impairment were assessed using Stroke Impact Scale (SIS), Action Research Arm Test (ARAT), Nine-Hole Peg Test (9-HPT), and DTI scans. Ten subjects completed four assessments over a control period during which no training was administered. Seventeen subjects, including eight who completed the control period, completed four assessments over an experimental period during which subjects received interventional BCI training. Fractional anisotropy (FA) values were extracted from each corticospinal tract (CST) and transcallosal motor fibers for each scan. Results: No significant group by time interactions were identified at the group level in DTI or behavioral measures. During the control period, increases in contralesional CST FA and in asymmetric FA (aFA) correlated with poorer scores on SIS and 9-HPT. During the experimental period (with BCI training), increases in contralesional CST FA were correlated with improvements in 9-HPT while increases in aFA correlated with improvements in ARAT but with worsening 9-HPT performance; changes in transcallosal motor fibers positively correlated with those in the contralesional CST. All correlations p < 0.05 corrected. Conclusion: These findings suggest that the integrity of the contralesional CST may be used to track individual behavioral changes observed with BCI training after stroke. PMID:27695404
Simulation and training of ultrasound supported anaesthesia: a low-cost approach
NASA Astrophysics Data System (ADS)
Schaaf, T.; Lamontain, M.; Hilpert, J.; Schilling, F.; Tolxdorff, T.
2010-03-01
The use of ultrasound imaging technology during techniques of peripheral nerve blockade offers several clinical benefits. Here we report on a new method to educate residents in ultrasound-guided regional anesthesia. The daily challenge for the anesthesiologists is the 3D angle-depending handling of the stimulation needle and the ultrasound probe while watching the 2D ultrasound image on the monitor. Purpose: Our approach describes how a computer-aided simulation and training set for ultrasound-guided regional anesthesia could be built based on wireless low-cost devices and an interactive simulation of a 2D ultrasound image. For training purposes the injection needle and the ultrasound probe are replaced by wireless Bluetooth-connected 3D tracking devices, which are embedded in WII-mote controllers (Nintendo-Brand). In correlation to the tracked 3D positions of the needle and transducer models the visibility and position of the needle should be simulated in the 2D generated ultrasound image. Conclusion: In future, this tracking and visualization software module could be integrated in a more complex training set, where complex injection paths could be trained based on a 3D segmented model and the training results could be part of a curricular e-learning module.
Development of the engineering design integration (EDIN) system: A computer aided design development
NASA Technical Reports Server (NTRS)
Glatt, C. R.; Hirsch, G. N.
1977-01-01
The EDIN (Engineering Design Integration) System which provides a collection of hardware and software, enabling the engineer to perform man-in-the-loop interactive evaluation of aerospace vehicle concepts, was considered. Study efforts were concentrated in the following areas: (1) integration of hardware with the Univac Exec 8 System; (2) development of interactive software for the EDIN System; (3) upgrading of the EDIN technology module library to an interactive status; (4) verification of the soundness of the developing EDIN System; (5) support of NASA in design analysis studies using the EDIN System; (6) provide training and documentation in the use of the EDIN System; and (7) provide an implementation plan for the next phase of development and recommendations for meeting long range objectives.
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
NASA Astrophysics Data System (ADS)
van Basten, Ben J. H.; Jansen, Sander E. M.; Karamouzas, Ioannis
Realistic simulation of interacting virtual characters is essential in computer games, training and simulation applications. The problem is very challenging since people are accustomed to real-world situations and thus, they can easily detect inconsistencies and artifacts in the simulations. Over the past twenty years several models have been proposed for simulating individuals, groups and crowds of characters. However, little effort has been made to actually understand how humans solve interactions and avoid inter-collisions in real-life. In this paper, we exploit motion capture data to gain more insights into human-human interactions. We propose four measures to describe the collision-avoidance behavior. Based on these measures, we extract simple rules that can be applied on top of existing agent and force based approaches, increasing the realism of the resulting simulations.
Training School Administrators in Computer Use.
ERIC Educational Resources Information Center
Spuck, Dennis W.; Bozeman, William C.
1988-01-01
Presents results of a survey of faculty members in doctoral-level educational administration programs that examined the use of computers in administrative training programs. The present status and future directions of technological training of school administrators are discussed, and a sample curriculum for a course in technology and computing is…
Computer-Based Training for Library Staff: From Demonstration to Continuing Program.
ERIC Educational Resources Information Center
Bayne, Pauline S.
1993-01-01
Describes a demonstration project developed at the University of Tennessee (Knoxville) libraries to train nonprofessional library staff with computer-based training using HyperCard that was created by librarians rather than by computer programmers. Evaluation methods are discussed, including formative and summative evaluation; and modifications…
Computer-Based Training: Capitalizing on Lessons Learned
ERIC Educational Resources Information Center
Bedwell, Wendy L.; Salas, Eduardo
2010-01-01
Computer-based training (CBT) is a methodology for providing systematic, structured learning; a useful tool when properly designed. CBT has seen a resurgence given the serious games movement, which is at the forefront of integrating primarily entertainment computer-based games into education and training. This effort represents a multidisciplinary…
Computer Rehabilitation Training for the Severely Disabled.
ERIC Educational Resources Information Center
Louisiana State Univ., Baton Rouge.
The Computer Rehabilitation Training Program for the Severely Disabled is a job-oriented training program to prepare physically handicapped persons to become computer programmers and analysts. The program is operated by: a nonprofit organization of Baton Rouge-area business people interested in data processing; the Department of Social Services,…
Strategies for a Creative Future with Computer Science, Quality Design and Communicability
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.; Villarreal, Maria
In the current work is presented the importance of the two-way triad between computer science, design and communicability. It is demonstrated how the principles of quality of software engineering are not universal since they are disappearing inside university training. Besides, a short analysis of the term "creativity" males apparent the existence of plagiarism as a human factor that damages the future of communicability applied to the on-line and off-line contents of the open software. A set of measures and guidelines are presented so that the triad works again correctly in the next years to foster the qualitative design of the interactive systems on-line and/or off-line.
Biomedical informatics training at the University of Wisconsin-Madison.
Severtson, D J; Pape, L; Page, C D; Shavlik, J W; Phillips, G N; Flatley Brennan, P
2007-01-01
The purpose of this paper is to describe biomedical informatics training at the University of Wisconsin-Madison (UW-Madison). We reviewed biomedical informatics training, research, and faculty/trainee participation at UW-Madison. There are three primary approaches to training 1) The Computation & Informatics in Biology & Medicine Training Program, 2) formal biomedical informatics offered by various campus departments, and 3) individualized programs. Training at UW-Madison embodies the features of effective biomedical informatics training recommended by the American College of Medical Informatics that were delineated as: 1) curricula that integrate experiences among computational sciences and application domains, 2) individualized and interdisciplinary cross-training among a diverse cadre of trainees to develop key competencies that he or she does not initially possess, 3) participation in research and development activities, and 4) exposure to a range of basic informational and computational sciences. The three biomedical informatics training approaches immerse students in multidisciplinary training and education that is supported by faculty trainers who participate in collaborative research across departments. Training is provided across a range of disciplines and available at different training stages. Biomedical informatics training at UW-Madison illustrates how a large research University, with multiple departments across biological, computational and health fields, can provide effective and productive biomedical informatics training via multiple bioinformatics training approaches.
Gilmore-Bykovskyi, Andrea L.
2015-01-01
Mealtime behavioral symptoms are distressing and frequently interrupt eating for the individual experiencing them and others in the environment. In order to enable identification of potential antecedents to mealtime behavioral symptoms, a computer-assisted coding scheme was developed to measure caregiver person-centeredness and behavioral symptoms for nursing home residents with dementia during mealtime interactions. The purpose of this pilot study was to determine the acceptability and feasibility of procedures for video-capturing naturally-occurring mealtime interactions between caregivers and residents with dementia, to assess the feasibility, ease of use, and inter-observer reliability of the coding scheme, and to explore the clinical utility of the coding scheme. Trained observers coded 22 observations. Data collection procedures were feasible and acceptable to caregivers, residents and their legally authorized representatives. Overall, the coding scheme proved to be feasible, easy to execute and yielded good to very good inter-observer agreement following observer re-training. The coding scheme captured clinically relevant, modifiable antecedents to mealtime behavioral symptoms, but would be enhanced by the inclusion of measures for resident engagement and consolidation of items for measuring caregiver person-centeredness that co-occurred and were difficult for observers to distinguish. PMID:25784080
Kanumuri, Prathima; Ganai, Sabha; Wohaibi, Eyad M.; Bush, Ronald W.; Grow, Daniel R.
2008-01-01
Background: The study aim was to compare the effectiveness of virtual reality and computer-enhanced video-scopic training devices for training novice surgeons in complex laparoscopic skills. Methods: Third-year medical students received instruction on laparoscopic intracorporeal suturing and knot tying and then underwent a pretraining assessment of the task using a live porcine model. Students were then randomized to objectives-based training on either the virtual reality (n=8) or computer-enhanced (n=8) training devices for 4 weeks, after which the assessment was repeated. Results: Posttraining performance had improved compared with pretraining performance in both task completion rate (94% versus 18%; P<0.001*) and time [181±58 (SD) versus 292±24*]. Performance of the 2 groups was comparable before and after training. Of the subjects, 88% thought that haptic cues were important in simulators. Both groups agreed that their respective training systems were effective teaching tools, but computer-enhanced device trainees were more likely to rate their training as representative of reality (P<0.01). Conclusions: Training on virtual reality and computer-enhanced devices had equivalent effects on skills improvement in novices. Despite the perception that haptic feedback is important in laparoscopic simulation training, its absence in the virtual reality device did not impede acquisition of skill. PMID:18765042
Comparison of Two Music Training Approaches on Music and Speech Perception in Cochlear Implant Users
Fuller, Christina D.; Galvin, John J.; Maat, Bert; Başkent, Deniz; Free, Rolien H.
2018-01-01
In normal-hearing (NH) adults, long-term music training may benefit music and speech perception, even when listening to spectro-temporally degraded signals as experienced by cochlear implant (CI) users. In this study, we compared two different music training approaches in CI users and their effects on speech and music perception, as it remains unclear which approach to music training might be best. The approaches differed in terms of music exercises and social interaction. For the pitch/timbre group, melodic contour identification (MCI) training was performed using computer software. For the music therapy group, training involved face-to-face group exercises (rhythm perception, musical speech perception, music perception, singing, vocal emotion identification, and music improvisation). For the control group, training involved group nonmusic activities (e.g., writing, cooking, and woodworking). Training consisted of weekly 2-hr sessions over a 6-week period. Speech intelligibility in quiet and noise, vocal emotion identification, MCI, and quality of life (QoL) were measured before and after training. The different training approaches appeared to offer different benefits for music and speech perception. Training effects were observed within-domain (better MCI performance for the pitch/timbre group), with little cross-domain transfer of music training (emotion identification significantly improved for the music therapy group). While training had no significant effect on QoL, the music therapy group reported better perceptual skills across training sessions. These results suggest that more extensive and intensive training approaches that combine pitch training with the social aspects of music therapy may further benefit CI users. PMID:29621947
Fuller, Christina D; Galvin, John J; Maat, Bert; Başkent, Deniz; Free, Rolien H
2018-01-01
In normal-hearing (NH) adults, long-term music training may benefit music and speech perception, even when listening to spectro-temporally degraded signals as experienced by cochlear implant (CI) users. In this study, we compared two different music training approaches in CI users and their effects on speech and music perception, as it remains unclear which approach to music training might be best. The approaches differed in terms of music exercises and social interaction. For the pitch/timbre group, melodic contour identification (MCI) training was performed using computer software. For the music therapy group, training involved face-to-face group exercises (rhythm perception, musical speech perception, music perception, singing, vocal emotion identification, and music improvisation). For the control group, training involved group nonmusic activities (e.g., writing, cooking, and woodworking). Training consisted of weekly 2-hr sessions over a 6-week period. Speech intelligibility in quiet and noise, vocal emotion identification, MCI, and quality of life (QoL) were measured before and after training. The different training approaches appeared to offer different benefits for music and speech perception. Training effects were observed within-domain (better MCI performance for the pitch/timbre group), with little cross-domain transfer of music training (emotion identification significantly improved for the music therapy group). While training had no significant effect on QoL, the music therapy group reported better perceptual skills across training sessions. These results suggest that more extensive and intensive training approaches that combine pitch training with the social aspects of music therapy may further benefit CI users.
Results of Computer Based Training.
ERIC Educational Resources Information Center
1978
This report compares the projected savings of using computer based training to conduct training for newly hired pilots to the results of that application. New Hire training, one of a number of programs conducted continuously at the United Airline Flight Operations Training Center, is designed to assure that any newly hired pilot will be able to…
Review of pantograph and catenary interaction
NASA Astrophysics Data System (ADS)
Zhang, Weihua; Zou, Dong; Tan, Mengying; Zhou, Ning; Li, Ruiping; Mei, Guiming
2018-06-01
The application of electrified railway directly promotes relevant studies on pantograph-catenary interaction. With the increase of train running speed, the operating conditions for pantograph and catenary have become increasingly complex. This paper reviews the related achievements contributed by groups and institutions around the world. This article specifically focuses on three aspects: The dynamic characteristics of the pantograph and catenary components, the systems' dynamic properties, and the environmental influences on the pantograph-catenary interaction. In accordance with the existing studies, future research may prioritize the task of identifying the mechanism of contact force variation. This kind of study can be carried out by simplifying the pantograph-catenary interaction into a moving load problem and utilizing the theory of matching mechanical impedance. In addition, developing a computational platform that accommodates environmental interferences and multi-field coupling effects is necessary in order to further explore applications based on fundamental studies.
1990-08-01
Computer Conferencing ’ DTIC •ELECTEM. b ~Novo JIML 0*- B August 1990 Field Element al Boise, Idaho Field Unit at Fort Knox, Kentucky Training Resecarch...Distributed Training for the Reserve Component: Course Conversion and implementation Guidelines for Computer (onferencing _________________ __________ 12...identify by block number) FIELD GROUP SUB-GROT;W Asynchironous computer conferencing ’rt i1inimg technology _____ 1Reserve Component jtr ibuted
Cognition and asynchronous distribution between human and machine building accidents.
Martins, Edgard; Soares, Marcelo; Augusto, Lia; Laura, Laura
2012-01-01
The creation of meaning in communication is a trading activity, resulting from the construction that is born of the interaction between subjects. That is, the meaning is not inherent to the relationship between words, signs and symbols that arise from negotiating a necessary and unavoidable. As the concepts of sense as discrete and static representations imply a notion of classical computing and design of a cognitive system corresponding conceptions of meaning construction as located and shared among agents implies notions of different computing and cognition. Several efforts have been developed to meet these demands. Among them are the Connectionism (also known as neural networks. Records on aspects of mental health and stress of flight professionals are present in the official reports of the organs of investigation of aviation accidents worldwide since its inception. Problems related to health physical and mental health of pilots (fatigue, stress, physiological and psychosocial problems) account for 19% of causal factors in aircraft accidents. The training seems a paradox when we know that these professionals receive regular training, have high education and technical training of high level. However, problems arise related to the implementation of learning that can be influenced to reduce their cognitive capacity, making it in practice, relatively unable to exercise its functions effectively and safely.
Computer Manpower Outlook. Bulletin No. 1826.
ERIC Educational Resources Information Center
Critchlow, Robert V.; And Others
The objectives of this study are: (1) to provide information on the current employment and education and training characteristics of computer occupations, (2) to explore the impact of advancing computer technology on computer manpower and education, and (3) to project computer occupational requirements and their implications for training. Findings…
An Information and Technical Manual for the Computer-Assisted Teacher Training System (CATTS).
ERIC Educational Resources Information Center
Semmel, Melvyn I.; And Others
The manual presents technical information on the computer assisted teacher training system (CATTS) which aims at developing a versatile and economical computer based teacher training system with the capability of providing immediate analysis and feedback of data relevant to teacher pupil transactions in a classroom setting. The physical…
Computer Literacy of Turkish Preservice Teachers in Different Teacher Training Programs
ERIC Educational Resources Information Center
Ozsevgec, Tuncay
2011-01-01
This paper reports on an investigation into the sophomore and senior preservice teachers' computer literacy in different teacher training programs and to determine relationship between grades and the teacher training programs in terms of their computer literacy. The study used case study research methodology, and the sample consisted of 276…
Computer-Based Simulations for Maintenance Training: Current ARI Research. Technical Report 544.
ERIC Educational Resources Information Center
Knerr, Bruce W.; And Others
Three research efforts that used computer-based simulations for maintenance training were in progress when this report was written: Game-Based Learning, which investigated the use of computer-based games to train electronics diagnostic skills; Human Performance in Fault Diagnosis Tasks, which evaluated the use of context-free tasks to train…
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications.
Training Methods to Build Human Terrain Mapping Skills
2010-10-01
confidence in making friends, and talking to strangers. • Language – a few key phrases. • Language training with Arabic teacher (not computer -based...session to evaluate the lesson content and delivery method. Based on your feedback we will make changes and corrections to the content and the computer ...requirement, exemplar training materials were developed. The training materials took the form of a modular computer /web-based and web-deliverable course of
Pawlik, Aleksandra; van Gelder, Celia W.G.; Nenadic, Aleksandra; Palagi, Patricia M.; Korpelainen, Eija; Lijnzaad, Philip; Marek, Diana; Sansone, Susanna-Assunta; Hancock, John; Goble, Carole
2017-01-01
Quality training in computational skills for life scientists is essential to allow them to deliver robust, reproducible and cutting-edge research. A pan-European bioinformatics programme, ELIXIR, has adopted a well-established and progressive programme of computational lab and data skills training from Software and Data Carpentry, aimed at increasing the number of skilled life scientists and building a sustainable training community in this field. This article describes the Pilot action, which introduced the Carpentry training model to the ELIXIR community. PMID:28781745
Pawlik, Aleksandra; van Gelder, Celia W G; Nenadic, Aleksandra; Palagi, Patricia M; Korpelainen, Eija; Lijnzaad, Philip; Marek, Diana; Sansone, Susanna-Assunta; Hancock, John; Goble, Carole
2017-01-01
Quality training in computational skills for life scientists is essential to allow them to deliver robust, reproducible and cutting-edge research. A pan-European bioinformatics programme, ELIXIR, has adopted a well-established and progressive programme of computational lab and data skills training from Software and Data Carpentry, aimed at increasing the number of skilled life scientists and building a sustainable training community in this field. This article describes the Pilot action, which introduced the Carpentry training model to the ELIXIR community.
Longitudinal train dynamics: an overview
NASA Astrophysics Data System (ADS)
Wu, Qing; Spiryagin, Maksym; Cole, Colin
2016-12-01
This paper discusses the evolution of longitudinal train dynamics (LTD) simulations, which covers numerical solvers, vehicle connection systems, air brake systems, wagon dumper systems and locomotives, resistance forces and gravitational components, vehicle in-train instabilities, and computing schemes. A number of potential research topics are suggested, such as modelling of friction, polymer, and transition characteristics for vehicle connection simulations, studies of wagon dumping operations, proper modelling of vehicle in-train instabilities, and computing schemes for LTD simulations. Evidence shows that LTD simulations have evolved with computing capabilities. Currently, advanced component models that directly describe the working principles of the operation of air brake systems, vehicle connection systems, and traction systems are available. Parallel computing is a good solution to combine and simulate all these advanced models. Parallel computing can also be used to conduct three-dimensional long train dynamics simulations.
Lehmann, Eldon D; Tatti, Patrizio
2002-01-01
The purpose of this article is to document some recommended training requirements for health-carers planning to teach using the AIDA interactive educational diabetes simulator. AIDA is a diabetes computer program that permits the interactive simulation of plasma insulin and blood glucose profiles for teaching, demonstration, and self-learning purposes. It has been made freely available, without charge, on the Internet as a noncommercial contribution to continuing diabetes education. Since its launch in 1996 over 200,000 visits have been logged at the AIDA Website--www.2aida.org--and over 40,000 copies of the AIDA program have been downloaded free-of-charge. This report describes various training requirements that are recommended for health-care professionals who are interested in teaching with the software. Intended goals of this article are to answer possible questions from teachers using the program, highlight some minimum recommended training requirements for the software, suggest some "hints and tips" for teaching ideas, explain the importance of performing more studies/trials with the program, overview randomised controlled trial usage of the software, and highlight the importance of obtaining feedback from lesson participants. The recommendations seem to be straightforward and should help in formalising training with the program, as well as in the development of a network of teachers "accredited" to give lessons using the software. This report, together with the previous article (Part 1, Diabetes Technol Ther 2002;4:401-414), highlights the utility of providing guidelines and suggesting recommended training requirements for health-carers planning to make use of educational medical/diabetes software.
Wallen, Erik S; Mulloy, Karen B
2006-10-01
Occupational diseases are a significant problem affecting public health. Safety training is an important method of preventing occupational illness. Training is increasingly being delivered by computer although theories of learning from computer-based multimedia have been tested almost entirely on college students. This study was designed to determine whether these theories might also be applied to safety training applications for working adults. Participants viewed either computer-based multimedia respirator use training with concurrent narration, narration prior to the animation, or unrelated safety training. Participants then took a five-item transfer test which measured their ability to use their knowledge in new and creative ways. Participants who viewed the computer-based multimedia trainings both did significantly better than the control group on the transfer test. The results of this pilot study suggest that design guidelines developed for younger learners may be effective for training workers in occupational safety and health although more investigation is needed.
[Adding the perspective of emotion on cognitive rehabilitation].
Nakagome, Kazuyuki
2011-01-01
Cognitive rehabilitation has been gradually disseminated in Japan lately. Cognitive rehabilitation is distinct from other psychosocial rehabilitation methods, which aims to enhance cognitive function per se, by various training tools, using paper and pencil tasks, computer games, etc. It stands on the hypothesis that enhancing cognitive function should lead to improvement in social functioning. However, it is becoming clear that cognitive rehabilitation on its own is not strongly effective on social functioning, but rather it appears effective when combined with other methods of rehabilitation. Moreover, it does not treat the emotional problems, which is essential considering the treatment endpoint, to enhance "subjective well-being". Emotional problems arise much often at social interaction in patients with schizophrenia, which can be amended by improving their social cognition as well as social skills. Recently, one of the social cognition training programs has been developed in USA by Penn and his colleagues, named SCIT (Social Cognition and Interaction Training) . The program treats a number of factors involved in social cognition, a) emotion perception, b) attributional style, and c) theory of mind, using various techniques such as Socrates quotes. In previous studies, SCIT showed good effectiveness in various aspects of social cognition for inpatients, whereas the finding was not as clear for outpatients. It may be assumed that integrating SCIT into a cognitive rehabilitation program should alleviate emotional stress the patients often encounter at social interaction in their daily activities. Presumably the next candidate target for psychosocial treatments coming after cognition and emotion should be "intrinsic motivation".
Integrating shape into an interactive segmentation framework
NASA Astrophysics Data System (ADS)
Kamalakannan, S.; Bryant, B.; Sari-Sarraf, H.; Long, R.; Antani, S.; Thoma, G.
2013-02-01
This paper presents a novel interactive annotation toolbox which extends a well-known user-steered segmentation framework, namely Intelligent Scissors (IS). IS, posed as a shortest path problem, is essentially driven by lower level image based features. All the higher level knowledge about the problem domain is obtained from the user through mouse clicks. The proposed work integrates one higher level feature, namely shape up to a rigid transform, into the IS framework, thus reducing the burden on the user and the subjectivity involved in the annotation procedure, especially during instances of occlusions, broken edges, noise and spurious boundaries. The above mentioned scenarios are commonplace in medical image annotation applications and, hence, such a tool will be of immense help to the medical community. As a first step, an offline training procedure is performed in which a mean shape and the corresponding shape variance is computed by registering training shapes up to a rigid transform in a level-set framework. The user starts the interactive segmentation procedure by providing a training segment, which is a part of the target boundary. A partial shape matching scheme based on a scale-invariant curvature signature is employed in order to extract shape correspondences and subsequently predict the shape of the unsegmented target boundary. A `zone of confidence' is generated for the predicted boundary to accommodate shape variations. The method is evaluated on segmentation of digital chest x-ray images for lung annotation which is a crucial step in developing algorithms for screening Tuberculosis.
Zhao, Nan; Han, Jing Ginger; Shyu, Chi-Ren; Korkin, Dmitry
2014-01-01
Single nucleotide polymorphisms (SNPs) are among the most common types of genetic variation in complex genetic disorders. A growing number of studies link the functional role of SNPs with the networks and pathways mediated by the disease-associated genes. For example, many non-synonymous missense SNPs (nsSNPs) have been found near or inside the protein-protein interaction (PPI) interfaces. Determining whether such nsSNP will disrupt or preserve a PPI is a challenging task to address, both experimentally and computationally. Here, we present this task as three related classification problems, and develop a new computational method, called the SNP-IN tool (non-synonymous SNP INteraction effect predictor). Our method predicts the effects of nsSNPs on PPIs, given the interaction's structure. It leverages supervised and semi-supervised feature-based classifiers, including our new Random Forest self-learning protocol. The classifiers are trained based on a dataset of comprehensive mutagenesis studies for 151 PPI complexes, with experimentally determined binding affinities of the mutant and wild-type interactions. Three classification problems were considered: (1) a 2-class problem (strengthening/weakening PPI mutations), (2) another 2-class problem (mutations that disrupt/preserve a PPI), and (3) a 3-class classification (detrimental/neutral/beneficial mutation effects). In total, 11 different supervised and semi-supervised classifiers were trained and assessed resulting in a promising performance, with the weighted f-measure ranging from 0.87 for Problem 1 to 0.70 for the most challenging Problem 3. By integrating prediction results of the 2-class classifiers into the 3-class classifier, we further improved its performance for Problem 3. To demonstrate the utility of SNP-IN tool, it was applied to study the nsSNP-induced rewiring of two disease-centered networks. The accurate and balanced performance of SNP-IN tool makes it readily available to study the rewiring of large-scale protein-protein interaction networks, and can be useful for functional annotation of disease-associated SNPs. SNIP-IN tool is freely accessible as a web-server at http://korkinlab.org/snpintool/. PMID:24784581
A qualitative study of technophobic students' reactions to a technology-rich college science course
NASA Astrophysics Data System (ADS)
Guttschow, Gena Lee
The use of technology in education has grown rapidly in the last 20 years. In fact, many of today's college students have had some sort of computer in their elementary school classrooms. One might think that this consistent exposure to computers would foster positive attitudes about computers but this is not always the case. Currently, a substantial number of college students dislike interacting with technology. People who dislike interacting with technology are often referred to as "technophobic". Technophobic people have negative thoughts and feelings about technology and they often have a desire to avoid interaction with technology. Technophobic students' negative feelings about technology have the potential to interfere with their learning when technology is utilized as a tool for instruction of school subjects. As computer use becomes prevalent and in many instances mandatory in education, the issue of technophobia increasingly needs to be understood and addressed. This is a qualitative study designed with the intent of gaining an understanding the experiences of technophobic students who are required to use technology to learn science in a college class. Six developmental college students enrolled in a computer based anatomy and physiology class were chosen to participate in the study based on their high technophobia scores. They were interviewed three times during the quarter and videotaped once. The interview data were transcribed, coded, and analyzed. The analysis resulted in six case studies describing each participant's experience and 11 themes representing overlapping areas in the participants' worlds of experience. A discussion of the themes, the meaning they hold for me as a science educator and how they relate to the existing literature, is presented. The participants' descriptions of their experiences showed that the technophobic students did use the computers and learned skills when they had to in order to complete assignments. It was also revealed that the technophobic participants' negative attitudes did not improve after learning computer skills. Lastly, based on the participants' experiences it seems important to start a class with step-by step computer training, teaching foundational computer skills, and slowly progress towards autonomous computer exploration.
ERIC Educational Resources Information Center
Zogheib, Salah
2014-01-01
As the majority of educational research has focused on preservice teachers' computer use for "educational purposes," the question remains: Do preservice teachers use computer technology for daily life activities and encounters? And do preservice teachers' personality traits and motivational beliefs related to computer training provided…
Exploring Factors That Affect Adoption of Computer Security Practices among College Students
ERIC Educational Resources Information Center
Alqarni, Amani
2017-01-01
Cyber-attacks threaten the security of computer users' information, networks, machines, and privacy. Studies of computer security education, awareness, and training among ordinary computer users, college students, non-IT-oriented user groups, and non-technically trained citizens are limited. Most research has focused on computer security standards…
Nkyekyer, Joanna; Meyer, Denny; Blamey, Peter J; Pipingas, Andrew; Bhar, Sunil
2018-03-23
Sensorineural hearing loss is the most common sensory deficit among older adults. Some of the psychosocial consequences of this condition include difficulty in understanding speech, depression, and social isolation. Studies have shown that older adults with hearing loss show some age-related cognitive decline. Hearing aids have been proven as successful interventions to alleviate sensorineural hearing loss. In addition to hearing aid use, the positive effects of auditory training-formal listening activities designed to optimize speech perception-are now being documented among adults with hearing loss who use hearing aids, especially new hearing aid users. Auditory training has also been shown to produce prolonged cognitive performance improvements. However, there is still little evidence to support the benefits of simultaneous hearing aid use and individualized face-to-face auditory training on cognitive performance in adults with hearing loss. This study will investigate whether using hearing aids for the first time will improve the impact of individualized face-to-face auditory training on cognition, depression, and social interaction for adults with sensorineural hearing loss. The rationale for this study is based on the hypothesis that, in adults with sensorineural hearing loss, using hearing aids for the first time in combination with individualized face-to-face auditory training will be more effective for improving cognition, depressive symptoms, and social interaction rather than auditory training on its own. This is a crossover trial targeting 40 men and women between 50 and 90 years of age with either mild or moderate symmetric sensorineural hearing loss. Consented, willing participants will be recruited from either an independent living accommodation or via a community database to undergo a 6-month intensive face-to-face auditory training program (active control). Participants will be assigned in random order to receive hearing aid (intervention) for either the first 3 or last 3 months of the 6-month auditory training program. Each participant will be tested at baseline, 3, and 6 months using a neuropsychological battery of computer-based cognitive assessments, together with a depression symptom instrument and a social interaction measure. The primary outcome will be cognitive performance with regard to spatial working memory. Secondary outcome measures include other cognition performance measures, depressive symptoms, social interaction, and hearing satisfaction. Data analysis is currently under way and the first results are expected to be submitted for publication in June 2018. Results from the study will inform strategies for aural rehabilitation, hearing aid delivery, and future hearing loss intervention trials. ClinicalTrials.gov NCT03112850; https://clinicaltrials.gov/ct2/show/NCT03112850 (Archived by WebCite at http://www.webcitation.org/6xz12fD0B). ©Joanna Nkyekyer, Denny Meyer, Peter J Blamey, Andrew Pipingas, Sunil Bhar. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 23.03.2018.
OASIS connections: results from an evaluation study.
Czaja, Sara J; Lee, Chin Chin; Branham, Janice; Remis, Peggy
2012-10-01
The objectives of this study were to evaluate a community-based basic computer and Internet training program designed for older adults, provide recommendations for program refinement, and gather preliminary information on program sustainability. The program was developed by the OASIS Institute, a nonprofit agency serving older adults and implemented in 4 cities by community trainers across the United States. One hundred and ninety-six adults aged 40-90 years were assigned to the training or a wait-list control group. Knowledge of computers and the Internet, attitudes toward computers, and computer/Internet use were assessed at baseline, posttraining, and 3 months posttraining. The program was successful in increasing the computer/Internet skills of the trainees. The data indicated a significant increase in computer and Internet knowledge and comfort with computers among those who received the training. Further, those who completed the course reported an increase in both computer and Internet use 3 months posttraining. The findings indicate that a community-based computer and Internet training program delivered by community instructors can be effective in terms of increasing computer and Internet skills and comfort with computer technology among older adults.
EcoCyc: a comprehensive database resource for Escherichia coli
Keseler, Ingrid M.; Collado-Vides, Julio; Gama-Castro, Socorro; Ingraham, John; Paley, Suzanne; Paulsen, Ian T.; Peralta-Gil, Martín; Karp, Peter D.
2005-01-01
The EcoCyc database (http://EcoCyc.org/) is a comprehensive source of information on the biology of the prototypical model organism Escherichia coli K12. The mission for EcoCyc is to contain both computable descriptions of, and detailed comments describing, all genes, proteins, pathways and molecular interactions in E.coli. Through ongoing manual curation, extensive information such as summary comments, regulatory information, literature citations and evidence types has been extracted from 8862 publications and added to Version 8.5 of the EcoCyc database. The EcoCyc database can be accessed through a World Wide Web interface, while the downloadable Pathway Tools software and data files enable computational exploration of the data and provide enhanced querying capabilities that web interfaces cannot support. For example, EcoCyc contains carefully curated information that can be used as training sets for bioinformatics prediction of entities such as promoters, operons, genetic networks, transcription factor binding sites, metabolic pathways, functionally related genes, protein complexes and protein–ligand interactions. PMID:15608210
NASA Technical Reports Server (NTRS)
Dominick, Wayne D. (Editor); Gallagher, Mary C.
1985-01-01
There exists a large number of large-scale bibliographic Information Storage and Retrieval Systems containing large amounts of valuable data of interest in a wide variety of research applications. These systems are not used to capacity because the end users, i.e., the researchers, have not been trained in the techniques of accessing such systems. This thesis describes the development of a transportable, university-level course in methods of querying on-line interactive Information Storage and Retrieval systems as a solution to this problem. This course was designed to instruct upper division science and engineering students to enable these end users to directly access such systems. The course is designed to be taught by instructors who are not specialists in either computer science or research skills. It is independent of any particular IS and R system or computer hardware. The project is sponsored by NASA and conducted by the University of Southwestern Louisiana and Southern University.
Tablet computers for hospitalized patients: a pilot study to improve inpatient engagement.
Greysen, S Ryan; Khanna, Raman R; Jacolbia, Ronald; Lee, Herman M; Auerbach, Andrew D
2014-06-01
Inadequate patient engagement in hospital care inhibits high-quality care and successful transitions to home. Tablet computers may provide opportunities to engage patients, particularly during inactive times between provider visits, tests, and treatments, by providing interactive health education modules as well as access to their personal health record (PHR). We conducted a pilot project to explore inpatient satisfaction with bedside tablets and barriers to usability. Additionally, we evaluated use of these devices to deliver 2 specific Web-based programs: (1) an interactive video to improve inpatient education about hospital safety, and (2) PHR access to promote inpatient engagement in discharge planning. We enrolled 30 patients; 17 (60%) were aged 40 years or older, 17 (60%) were women, 17 (60%) owned smartphones, and 6 (22%) owned tablet computers. Twenty-seven (90%) reported high overall satisfaction with the device, and 26 (87%) required ≤ 30 minutes for basic orientation (70% required ≤ 15 minutes). Twenty-five (83%) independently completed an interactive educational module on hospital patient safety. Twenty-one (70%) accessed their personal health record (PHR) to view their medication list, verify scheduled appointments, or send a message to their primary care physician. Next steps include education on high-risk medications, assessment of discharge barriers, and training clinical staff (such as respiratory therapists, registered nurses, or nurse practitioners) to deliver tablet interventions. © 2014 Society of Hospital Medicine.
Marescaux, J; Clément, J M; Nord, M; Russier, Y; Tassetti, V; Mutter, D; Cotin, S; Ayache, N
1997-11-01
Surgical simulation increasingly appears to be an essential aspect of tomorrow's surgery. The development of a hepatic surgery simulator is an advanced concept calling for a new writing system which will transform the medical world: virtual reality. Virtual reality extends the perception of our five senses by representing more than the real state of things by the means of computer sciences and robotics. It consists of three concepts: immersion, navigation and interaction. Three reasons have led us to develop this simulator: the first is to provide the surgeon with a comprehensive visualisation of the organ. The second reason is to allow for planning and surgical simulation that could be compared with the detailed flight-plan for a commercial jet pilot. The third lies in the fact that virtual reality is an integrated part of the concept of computer assisted surgical procedure. The project consists of a sophisticated simulator which has to include five requirements: visual fidelity, interactivity, physical properties, physiological properties, sensory input and output. In this report we will describe how to get a realistic 3D model of the liver from bi-dimensional 2D medical images for anatomical and surgical training. The introduction of a tumor and the consequent planning and virtual resection is also described, as are force feedback and real-time interaction.
NASA Astrophysics Data System (ADS)
Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.
2016-06-01
Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part of a project to develop and test an interactive learning environment designed to help students learn introductory physics concepts. The system is designed around an interactive video tutoring interface. We have analyzed 9 with about 150 responses or less. We observe for 4 of the 9 automated assessment with interrater agreement of 70% or better with the human rater. This level of agreement may represent a baseline for practical utility in instruction and indicates that the method warrants further investigation for use in this type of application. Our results also suggest strategies that may be useful for writing activities and questions that are more appropriate for automated assessment. These strategies include building activities that have relatively few conceptually distinct ways of perceiving the physical behavior of relatively few physical objects. Further success in this direction may allow us to promote interactivity and better provide feedback in online learning systems. These capabilities could enable our system to function more like a real tutor.
Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh
2012-01-01
To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.
The Computer in Performance and Instruction: Or, How to Tell the True Color of a Chameleon.
ERIC Educational Resources Information Center
Davis, Richard
1979-01-01
Discusses such potential uses for the computer in employee training programs as management support for training and performance, training project control, improved design and development methods, training program implementation and delivery, and program evaluation, revision, and maintenance. (JEG)
Seismo-Live: Training in Seismology with Jupyter Notebooks
NASA Astrophysics Data System (ADS)
Krischer, Lion; Tape, Carl; Igel, Heiner
2016-04-01
Seismological training tends to occur within the isolation of a particular institution with a limited set of tools (codes, libraries) that are often not transferrable outside. Here, we propose to overcome these limitations with a community-driven library of Jupyter notebooks dedicated to training on any aspect of seismology for purposes of education and outreach, on-site or archived tutorials for codes, classroom instruction, and research. A Jupyter notebook (jupyter.org) is an open-source interactive computational environment that allows combining code execution, rich text, mathematics, and plotting. It can be considered a platform that supports reproducible research, as all inputs and outputs may be stored. Text, external graphics, equations can be handled using Markdown (incl. LaTeX) format. Jupyter notebooks are driven by standard web browsers, can be easily exchanged in text format, or converted to other documents (e.g. PDF, slide shows). They provide an ideal format for practical training in seismology. A pilot-platform was setup with a dedicated server such that the Jupyter notebooks can be run in any browser (PC, notepad, smartphone). We show the functionalities of the Seismo-Live platform with examples from computational seismology, seismic data access and processing using the ObsPy library, seismic inverse problems, and others. The current examples are all using the Python programming language but any free language can be used. Potentially, such community platforms could be integrated with the EPOS-IT infrastructure and extended to other fields of Earth sciences.
Deploying a quantum annealing processor to detect tree cover in aerial imagery of California
Basu, Saikat; Ganguly, Sangram; Michaelis, Andrew; Mukhopadhyay, Supratik; Nemani, Ramakrishna R.
2017-01-01
Quantum annealing is an experimental and potentially breakthrough computational technology for handling hard optimization problems, including problems of computer vision. We present a case study in training a production-scale classifier of tree cover in remote sensing imagery, using early-generation quantum annealing hardware built by D-wave Systems, Inc. Beginning within a known boosting framework, we train decision stumps on texture features and vegetation indices extracted from four-band, one-meter-resolution aerial imagery from the state of California. We then impose a regulated quadratic training objective to select an optimal voting subset from among these stumps. The votes of the subset define the classifier. For optimization, the logical variables in the objective function map to quantum bits in the hardware device, while quadratic couplings encode as the strength of physical interactions between the quantum bits. Hardware design limits the number of couplings between these basic physical entities to five or six. To account for this limitation in mapping large problems to the hardware architecture, we propose a truncation and rescaling of the training objective through a trainable metaparameter. The boosting process on our basic 108- and 508-variable problems, thus constituted, returns classifiers that incorporate a diverse range of color- and texture-based metrics and discriminate tree cover with accuracies as high as 92% in validation and 90% on a test scene encompassing the open space preserves and dense suburban build of Mill Valley, CA. PMID:28241028
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
2017-12-01
emphasis on meeting deliverable dates over a focus on customer service and user experience, a common finding in McGrath and MacMillan’s (2000) research...including suggestions for reducing this burden, to Washington headquarters Services , Directorate for Information Operations and Reports, 1215...structure, process improvements, and training needs as the group prepares to support the retirement of the International Space Station in the 2020s and
An intelligent training system for space shuttle flight controllers
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Wang, Lui; Baffes, Paul; Hua, Grace
1988-01-01
An autonomous intelligent training system which integrates expert system technology with training/teaching methodologies is described. The system was designed to train Mission Control Center (MCC) Flight Dynamics Officers (FDOs) to deploy a certain type of satellite from the Space Shuttle. The Payload-assist module Deploys/Intelligent Computer-Aided Training (PD/ICAT) system consists of five components: a user interface, a domain expert, a training session manager, a trainee model, and a training scenario generator. The interface provides the trainee with information of the characteristics of the current training session and with on-line help. The domain expert (DeplEx for Deploy Expert) contains the rules and procedural knowledge needed by the FDO to carry out the satellite deploy. The DeplEx also contains mal-rules which permit the identification and diagnosis of common errors made by the trainee. The training session manager (TSM) examines the actions of the trainee and compares them with the actions of DeplEx in order to determine appropriate responses. A trainee model is developed for each individual using the system. The model includes a history of the trainee's interactions with the training system and provides evaluative data on the trainee's current skill level. A training scenario generator (TSG) designs appropriate training exercises for each trainee based on the trainee model and the training goals. All of the expert system components of PD/ICAT communicate via a common blackboard. The PD/ICAT is currently being tested. Ultimately, this project will serve as a vehicle for developing a general architecture for intelligent training systems together with a software environment for creating such systems.
An intelligent training system for space shuttle flight controllers
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Wang, Lui; Baffles, Paul; Hua, Grace
1988-01-01
An autonomous intelligent training system which integrates expert system technology with training/teaching methodologies is described. The system was designed to train Mission Control Center (MCC) Flight Dynamics Officers (FDOs) to deploy a certain type of satellite from the Space Shuttle. The Payload-assist module Deploys/Intelligent Computer-Aided Training (PD/ICAT) system consists of five components: a user interface, a domain expert, a training session manager, a trainee model, and a training scenario generator. The interface provides the trainee with information of the characteristics of the current training session and with on-line help. The domain expert (Dep1Ex for Deploy Expert) contains the rules and procedural knowledge needed by the FDO to carry out the satellite deploy. The Dep1Ex also contains mal-rules which permit the identification and diagnosis of common errors made by the trainee. The training session manager (TSM) examines the actions of the trainee and compares them with the actions of Dep1Ex in order to determine appropriate responses. A trainee model is developed for each individual using the system. The model includes a history of the trainee's interactions with the training system and provides evaluative data on the trainee's current skill level. A training scenario generator (TSG) designs appropriate training exercises for each trainee based on the trainee model and the training goals. All of the expert system components of PD/ICAT communicate via a common blackboard. The PD/ICAT is currently being tested. Ultimately, this project will serve as a vehicle for developing a general architecture for intelligent training systems together with a software environment for creating such systems.
A Comparison of Computer-based and Instructor-led Training for Long-term Care Staff.
ERIC Educational Resources Information Center
Harrington, Susan S.; Walker, Bonnie L.
2002-01-01
Fire safety training was provided to long-term care staff by computer (n=47) or a print-based, instructor-led program (n=47). Compared to 47 controls, both treatment groups significantly increased knowledge. The computer-trained staff were enthusiastic about the learning method and expressed greater interest in additional safety topics. (SK)
Choi, Namkee G; An, Sok; Garcia, Alexandra
2014-01-01
This study explored the feasibility of "Better Choices, Better Health" (BCBH), the online version of Stanford's Chronic Disease Self-Management Program, among 10 low-income homebound older adults with no or limited computer skills, compared with 10 peers with high computer skills. Computer training was provided before and at the beginning of the BCBH workshop. Feasibility data consisted of field notes by a research assistant who provided computer training, participants' weekly logs, and a semi-structured interview with each participant at 4 weeks after the completion of BCBH. All those who initially lacked computer skills were able to participate in BCBH with a few hours of face-to-face demonstration and training. The 4-week postintervention follow-up showed significant improvement in health and self-management outcomes. Aging-service agencies need to introduce BCBH to low-income homebound older adults and utilize their volunteer base to provide computer and Internet skills training for low-income homebound older adults in need of such training.
Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P
2004-01-01
Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.
Aerodynamic vibrations of a maglev vehicle running on flexible guideways under oncoming wind actions
NASA Astrophysics Data System (ADS)
Yau, J. D.
2010-05-01
This paper intends to present a computational framework of aerodynamic analysis for a maglev (magnetically levitated) vehicle traveling over flexible guideways under oncoming wind loads. The guideway unit is simulated as a series of simple beams with identical span and the maglev vehicle as a rigid car body supported by levitation forces. To carry out the interaction dynamics of maglev vehicle/guideway system, this study adopts an onboard PID (proportional-integral-derivative) controller based on Ziegler-Nicholas (Z-N) method to control the levitation forces. Interaction of wind with high-speed train is a complicated situation arising from unsteady airflow around the train. In this study, the oncoming wind loads acting on the running maglev vehicle are generated in temporal/spatial domain using digital simulation techniques that can account for the moving effect of vehicle's speed and the spatial correlation of stochastic airflow velocity field. Considering the motion-dependent nature of levitation forces and the non-conservative characteristics of turbulent airflows, an iterative approach is used to compute the interaction response of the maglev vehicle/guideway coupling system under wind actions. For the purpose of numerical simulation, this paper employs Galerkin's method to convert the governing equations containing a maglev vehicle into a set of differential equations in generalized systems, and then solve the two sets of differential equations using an iterative approach with the Newmark method. From the present investigation, the aerodynamic forces may result in a significant amplification on acceleration amplitude of the running maglev vehicle at higher speeds. For this problem, a PID+LQR (linear quadratic regulator) controller is proposed to reduce the vehicle's acceleration response for the ride comfort of passengers.
1991-05-01
Marine Corps Tiaining Systems (CBESS) memorization training Inteligence Center, Dam Neck Threat memorization training Commander Tactical Wings, Atlantic...News Shipbuilding Technical training AEGIS Training Center, Dare Artificial Intelligence (Al) Tools Computerized firm-end analysis tools NETSCPAC...Technology Department and provides computational and electronic mail support for research in areas of artificial intelligence, computer-assisted instruction
Factors Influencing Trainee Participation in Computer Software Applications Training.
ERIC Educational Resources Information Center
Alexander, Melody Webler
1993-01-01
Participants (n=130) who had completed training in WordPerfect, Lotus 1-2-3, and dBase III+ completed a questionnaire related to demographic characteristics and factors that influence training participation. Trainees are participating in computer training for personal reasons, seeking convenient time, location, and length. Child care or…
Computer-assisted upper extremity training using interactive biking exercise (iBikE) platform.
Jeong, In Cheol; Finkelstein, Joseph
2012-01-01
Upper extremity exercise training has been shown to improve clinical outcomes in different chronic health conditions. Arm-operated bicycles are frequently used to facilitate upper extremity training however effective use of these devices at patient homes is hampered by lack of remote connectivity with clinical rehabilitation team, inability to monitor exercise progress in real time using simple graphical representation, and absence of an alert system which would prevent exertion levels exceeding those approved by the clinical rehabilitation team. We developed an interactive biking exercise (iBikE) platform aimed at addressing these limitations. The platform uses a miniature wireless 3-axis accelerometer mounted on a patient wrist that transmits the cycling acceleration data to a laptop. The laptop screen presents an exercise dashboard to the patient in real time allowing easy graphical visualization of exercise progress and presentation of exercise parameters in relation to prescribed targets. The iBikE platform is programmed to alert the patient when exercise intensity exceeds the levels recommended by the patient care provider. The iBikE platform has been tested in 7 healthy volunteers (age range: 26-50 years) and shown to reliably reflect exercise progress and to generate alerts at pre-setup levels. Implementation of remote connectivity with patient rehabilitation team is warranted for future extension and evaluation efforts.
Gesture Therapy: A Vision-Based System for Arm Rehabilitation after Stroke
NASA Astrophysics Data System (ADS)
Sucar, L. Enrique; Azcárate, Gildardo; Leder, Ron S.; Reinkensmeyer, David; Hernández, Jorge; Sanchez, Israel; Saucedo, Pedro
Each year millions of people in the world survive a stroke, in the U.S. alone the figure is over 600,000 people per year. Movement impairments after stroke are typically treated with intensive, hands-on physical and occupational therapy for several weeks after the initial injury. However, due to economic pressures, stroke patients are receiving less therapy and going home sooner, so the potential benefit of the therapy is not completely realized. Thus, it is important to develop rehabilitation technology that allows individuals who had suffered a stroke to practice intensive movement training without the expense of an always-present therapist. Current solutions are too expensive, as they require a robotic system for rehabilitation. We have developed a low-cost, computer vision system that allows individuals with stroke to practice arm movement exercises at home or at the clinic, with periodic interactions with a therapist. The system integrates a web based virtual environment for facilitating repetitive movement training, with state-of-the art computer vision algorithms that track the hand of a patient and obtain its 3-D coordinates, using two inexpensive cameras and a conventional personal computer. An initial prototype of the system has been evaluated in a pilot clinical study with promising results.
A comprehensive model of the railway wheelset-track interaction in curves
NASA Astrophysics Data System (ADS)
Martínez-Casas, José; Di Gialleonardo, Egidio; Bruni, Stefano; Baeza, Luis
2014-09-01
Train-track interaction has been extensively studied in the last 40 years at least, leading to modelling approaches that can deal satisfactorily with many dynamic problems arising at the wheel/rail interface. However, the available models are usually not considering specifically the running dynamics of the vehicle in a curve, whereas a number of train-track interaction phenomena are specific to curve negotiation. The aim of this paper is to define a model for a flexible wheelset running on a flexible curved track. The main novelty of this work is to combine a trajectory coordinate set with Eulerian modal coordinates; the former permits to consider curved tracks, and the latter models the small relative displacements between the trajectory frame and the solid. In order to reduce the computational complexity of the problem, one single flexible wheelset is considered instead of one complete bogie, and suitable forces are prescribed at the primary suspension seats so that the mean values of the creepages and contact forces are consistent with the low frequency curving dynamics of the complete vehicle. The wheelset model is coupled to a cyclic track model having constant curvature by means of a wheel/rail contact model which accounts for the actual geometry of the contacting profiles and for the nonlinear relationship between creepages and creep forces. The proposed model can be used to analyse a variety of dynamic problems for railway vehicles, including rail corrugation and wheel polygonalisation, squeal noise, numerical estimation of the wheelset service loads. In this paper, simulation results are presented for some selected running conditions to exemplify the application of the model to the study of realistic train-track interaction cases and to point out the importance of curve negotiation effects specifically addressed in the work.
CaMELS: In silico prediction of calmodulin binding proteins and their binding sites.
Abbasi, Wajid Arshad; Asif, Amina; Andleeb, Saiqa; Minhas, Fayyaz Ul Amir Afsar
2017-09-01
Due to Ca 2+ -dependent binding and the sequence diversity of Calmodulin (CaM) binding proteins, identifying CaM interactions and binding sites in the wet-lab is tedious and costly. Therefore, computational methods for this purpose are crucial to the design of such wet-lab experiments. We present an algorithm suite called CaMELS (CalModulin intEraction Learning System) for predicting proteins that interact with CaM as well as their binding sites using sequence information alone. CaMELS offers state of the art accuracy for both CaM interaction and binding site prediction and can aid biologists in studying CaM binding proteins. For CaM interaction prediction, CaMELS uses protein sequence features coupled with a large-margin classifier. CaMELS models the binding site prediction problem using multiple instance machine learning with a custom optimization algorithm which allows more effective learning over imprecisely annotated CaM-binding sites during training. CaMELS has been extensively benchmarked using a variety of data sets, mutagenic studies, proteome-wide Gene Ontology enrichment analyses and protein structures. Our experiments indicate that CaMELS outperforms simple motif-based search and other existing methods for interaction and binding site prediction. We have also found that the whole sequence of a protein, rather than just its binding site, is important for predicting its interaction with CaM. Using the machine learning model in CaMELS, we have identified important features of protein sequences for CaM interaction prediction as well as characteristic amino acid sub-sequences and their relative position for identifying CaM binding sites. Python code for training and evaluating CaMELS together with a webserver implementation is available at the URL: http://faculty.pieas.edu.pk/fayyaz/software.html#camels. © 2017 Wiley Periodicals, Inc.
An auditory brain-computer interface evoked by natural speech
NASA Astrophysics Data System (ADS)
Lopez-Gordo, M. A.; Fernandez, E.; Romero, S.; Pelayo, F.; Prieto, Alberto
2012-06-01
Brain-computer interfaces (BCIs) are mainly intended for people unable to perform any muscular movement, such as patients in a complete locked-in state. The majority of BCIs interact visually with the user, either in the form of stimulation or biofeedback. However, visual BCIs challenge their ultimate use because they require the subjects to gaze, explore and shift eye-gaze using their muscles, thus excluding patients in a complete locked-in state or under the condition of the unresponsive wakefulness syndrome. In this study, we present a novel fully auditory EEG-BCI based on a dichotic listening paradigm using human voice for stimulation. This interface has been evaluated with healthy volunteers, achieving an average information transmission rate of 1.5 bits min-1 in full-length trials and 2.7 bits min-1 using the optimal length of trials, recorded with only one channel and without formal training. This novel technique opens the door to a more natural communication with users unable to use visual BCIs, with promising results in terms of performance, usability, training and cognitive effort.
Cryotherapy simulator for localized prostate cancer.
Hahn, James K; Manyak, Michael J; Jin, Ge; Kim, Dongho; Rewcastle, John; Kim, Sunil; Walsh, Raymond J
2002-01-01
Cryotherapy is a treatment modality that uses a technique to selectively freeze tissue and thereby cause controlled tissue destruction. The procedure involves placement of multiple small diameter probes through the perineum into the prostate tissue at selected spatial intervals. Transrectal ultrasound is used to properly position the cylindrical probes before activation of the liquid Argon cooling element, which lowers the tissue temperature below -40 degrees Centigrade. Tissue effect is monitored by transrectal ultrasound changes as well as thermocouples placed in the tissue. The computer-based cryotherapy simulation system mimics the major surgical steps involved in the procedure. The simulated real-time ultrasound display is generated from 3-D ultrasound datasets where the interaction of the ultrasound with the instruments as well as the frozen tissue is simulated by image processing. The thermal and mechanical simulations of the tissue are done using a modified finite-difference/finite-element method optimized for real-time performance. The simulator developed is a part of a comprehensive training program, including a computer-based learning system and hands-on training program with a proctor, designed to familiarize the physician with the technique and equipment involved.
Gesture therapy: a vision-based system for upper extremity stroke rehabilitation.
Sucar, L; Luis, Roger; Leder, Ron; Hernandez, Jorge; Sanchez, Israel
2010-01-01
Stroke is the main cause of motor and cognitive disabilities requiring therapy in the world. Therefor it is important to develop rehabilitation technology that allows individuals who had suffered a stroke to practice intensive movement training without the expense of an always-present therapist. We have developed a low-cost vision-based system that allows stroke survivors to practice arm movement exercises at home or at the clinic, with periodic interactions with a therapist. The system integrates a virtual environment for facilitating repetitive movement training, with computer vision algorithms that track the hand of a patient, using an inexpensive camera and a personal computer. This system, called Gesture Therapy, includes a gripper with a pressure sensor to include hand and finger rehabilitation; and it tracks the head of the patient to detect and avoid trunk compensation. It has been evaluated in a controlled clinical trial at the National Institute for Neurology and Neurosurgery in Mexico City, comparing it with conventional occupational therapy. In this paper we describe the latest version of the Gesture Therapy System and summarize the results of the clinical trail.
Innovative technology-based interventions for autism spectrum disorders: a meta-analysis.
Grynszpan, Ouriel; Weiss, Patrice L Tamar; Perez-Diaz, Fernando; Gal, Eynat
2014-05-01
This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre-post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide evidence for the overall effectiveness of technology-based training. The overall mean effect size for posttests of controlled studies of children with autism spectrum disorders who received technology-based interventions was significantly different from zero and approached the medium magnitude, d = 0.47 (confidence interval: 0.08-0.86). The influence of age and IQ was not significant. Differences in training procedures are discussed in the light of the negative correlation that was found between the intervention durations and the studies' effect sizes. The results of this meta-analysis provide support for the continuing development, evaluation, and clinical usage of technology-based intervention for individuals with autism spectrum disorders.
Implementing a Bayes Filter in a Neural Circuit: The Case of Unknown Stimulus Dynamics.
Sokoloski, Sacha
2017-09-01
In order to interact intelligently with objects in the world, animals must first transform neural population responses into estimates of the dynamic, unknown stimuli that caused them. The Bayesian solution to this problem is known as a Bayes filter, which applies Bayes' rule to combine population responses with the predictions of an internal model. The internal model of the Bayes filter is based on the true stimulus dynamics, and in this note, we present a method for training a theoretical neural circuit to approximately implement a Bayes filter when the stimulus dynamics are unknown. To do this we use the inferential properties of linear probabilistic population codes to compute Bayes' rule and train a neural network to compute approximate predictions by the method of maximum likelihood. In particular, we perform stochastic gradient descent on the negative log-likelihood of the neural network parameters with a novel approximation of the gradient. We demonstrate our methods on a finite-state, a linear, and a nonlinear filtering problem and show how the hidden layer of the neural network develops tuning curves consistent with findings in experimental neuroscience.
NASA Technical Reports Server (NTRS)
Wharton, S. W.
1980-01-01
An Interactive Cluster Analysis Procedure (ICAP) was developed to derive classifier training statistics from remotely sensed data. The algorithm interfaces the rapid numerical processing capacity of a computer with the human ability to integrate qualitative information. Control of the clustering process alternates between the algorithm, which creates new centroids and forms clusters and the analyst, who evaluate and elect to modify the cluster structure. Clusters can be deleted or lumped pairwise, or new centroids can be added. A summary of the cluster statistics can be requested to facilitate cluster manipulation. The ICAP was implemented in APL (A Programming Language), an interactive computer language. The flexibility of the algorithm was evaluated using data from different LANDSAT scenes to simulate two situations: one in which the analyst is assumed to have no prior knowledge about the data and wishes to have the clusters formed more or less automatically; and the other in which the analyst is assumed to have some knowledge about the data structure and wishes to use that information to closely supervise the clustering process. For comparison, an existing clustering method was also applied to the two data sets.
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
Interactive educational simulators in diabetes care.
Lehmann, E D
1997-01-01
Since the Diabetes Control and Complications Trial demonstrated the substantial benefits of tight glycaemic control there has been renewed interest in the application of information technology (IT) based techniques for improving the day-to-day care of patients with diabetes mellitus. Computer-based educational approaches have a great deal of potential for patients use, and may offer a means of training more health-care professionals to deliver such improved care. In this article the potential role of IT in diabetes education is reviewed, focusing in particular on the application of compartmental models in both computer-based interactive simulators and educational video games. Close attention is devoted to practical applications-available today-for use by patients, their relatives, students and health-care professionals. The novel features and potential benefits of such methodologies are highlighted and some of the limitations of currently available software are discussed. The need for improved graphical user interfaces, and for further efforts to evaluate such programs and demonstrate an educational benefit from their use are identified as hurdles to their more widespread application. The review concludes with a look to the future and the type of modelling features which should be provided in the next generation of interactive diabetes simulators and educational video games.
Auditory Learning Using a Portable Real-Time Vocoder: Preliminary Findings
Pisoni, David B.
2015-01-01
Purpose Although traditional study of auditory training has been in controlled laboratory settings, interest has been increasing in more interactive options. The authors examine whether such interactive training can result in short-term perceptual learning, and the range of perceptual skills it impacts. Method Experiments 1 (N = 37) and 2 (N = 21) used pre- and posttest measures of speech and nonspeech recognition to find evidence of learning (within subject) and to compare the effects of 3 kinds of training (between subject) on the perceptual abilities of adults with normal hearing listening to simulations of cochlear implant processing. Subjects were given interactive, standard lab-based, or control training experience for 1 hr between the pre- and posttest tasks (unique sets across Experiments 1 & 2). Results Subjects receiving interactive training showed significant learning on sentence recognition in quiet task (Experiment 1), outperforming controls but not lab-trained subjects following training. Training groups did not differ significantly on any other task, even those directly involved in the interactive training experience. Conclusions Interactive training has the potential to produce learning in 1 domain (sentence recognition in quiet), but the particulars of the present training method (short duration, high complexity) may have limited benefits to this single criterion task. PMID:25674884
A Computer Based Training Program for the Development of Student Handouts and Other Training Aids.
ERIC Educational Resources Information Center
Paquin, David C.
A computer-based training program was used to teach technical instructors at the Long Island Lighting Company how to create student handouts of textbook quality with a computer, software, and laser printer. All five learners successfully completed the course objective, which was to produce a one-page handout that contained text and graphics,…
ERIC Educational Resources Information Center
Chou, Huey-Wen; Wang, Yu-Fang
1999-01-01
Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…
ERIC Educational Resources Information Center
Steiner, N.; Sidhu, T. K.; Frenette, E. C.; Mitchell, K.; Perrin, E. C.
2011-01-01
Clinically significant attention problems among children present a significant obstacle to increasing student achievement. Computer-based attention training holds great promise as a way for schools to address this problem. The aim of this project is to evaluate the efficacy of two computer-based attention training systems in schools. One program…
A collaborative virtual reality environment for neurosurgical planning and training.
Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel
2007-11-01
We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.
Kasashima-Shindo, Yuko; Fujiwara, Toshiyuki; Ushiba, Junichi; Matsushika, Yayoi; Kamatani, Daiki; Oto, Misa; Ono, Takashi; Nishimoto, Atsuko; Shindo, Keiichiro; Kawakami, Michiyuki; Tsuji, Tetsuya; Liu, Meigen
2015-04-01
Brain-computer interface technology has been applied to stroke patients to improve their motor function. Event-related desynchronization during motor imagery, which is used as a brain-computer interface trigger, is sometimes difficult to detect in stroke patients. Anodal transcranial direct current stimulation (tDCS) is known to increase event-related desynchronization. This study investigated the adjunctive effect of anodal tDCS for brain-computer interface training in patients with severe hemiparesis. Eighteen patients with chronic stroke. A non-randomized controlled study. Subjects were divided between a brain-computer interface group and a tDCS- brain-computer interface group and participated in a 10-day brain-computer interface training. Event-related desynchronization was detected in the affected hemisphere during motor imagery of the affected fingers. The tDCS-brain-computer interface group received anodal tDCS before brain-computer interface training. Event-related desynchronization was evaluated before and after the intervention. The Fugl-Meyer Assessment upper extremity motor score (FM-U) was assessed before, immediately after, and 3 months after, the intervention. Event-related desynchronization was significantly increased in the tDCS- brain-computer interface group. The FM-U was significantly increased in both groups. The FM-U improvement was maintained at 3 months in the tDCS-brain-computer interface group. Anodal tDCS can be a conditioning tool for brain-computer interface training in patients with severe hemiparetic stroke.
Pruitt, John S; Jenkins, James J; Strange, Winifred
2006-03-01
Perception of second language speech sounds is influenced by one's first language. For example, speakers of American English have difficulty perceiving dental versus retroflex stop consonants in Hindi although English has both dental and retroflex allophones of alveolar stops. Japanese, unlike English, has a contrast similar to Hindi, specifically, the Japanese /d/ versus the flapped /r/ which is sometimes produced as a retroflex. This study compared American and Japanese speakers' identification of the Hindi contrast in CV syllable contexts where C varied in voicing and aspiration. The study then evaluated the participants' increase in identifying the distinction after training with a computer-interactive program. Training sessions progressively increased in difficulty by decreasing the extent of vowel truncation in stimuli and by adding new speakers. Although all participants improved significantly, Japanese participants were more accurate than Americans in distinguishing the contrast on pretest, during training, and on posttest. Transfer was observed to three new consonantal contexts, a new vowel context, and a new speaker's productions. Some abstract aspect of the contrast was apparently learned during training. It is suggested that allophonic experience with dental and retroflex stops may be detrimental to perception of the new contrast.
NASA Technical Reports Server (NTRS)
Dodson, D. W.; Shields, N. L., Jr.
1978-01-01
The Experiment Computer Operating System (ECOS) of the Spacelab will allow the onboard Payload Specialist to command experiment devices and display information relative to the performance of experiments. Three candidate ECOS command and control service concepts were reviewed and laboratory data on operator performance was taken for each concept. The command and control service concepts evaluated included a dedicated operator's menu display from which all command inputs were issued, a dedicated command key concept with which command inputs could be issued from any display, and a multi-display concept in which command inputs were issued from several dedicated function displays. Advantages and disadvantages are discussed in terms of training, operational errors, task performance time, and subjective comments of system operators.
NASA Astrophysics Data System (ADS)
Patkin, M. L.; Rogachev, G. N.
2018-02-01
A method for constructing a multi-agent control system for mobile robots based on training with reinforcement using deep neural networks is considered. Synthesis of the management system is proposed to be carried out with reinforcement training and the modified Actor-Critic method, in which the Actor module is divided into Action Actor and Communication Actor in order to simultaneously manage mobile robots and communicate with partners. Communication is carried out by sending partners at each step a vector of real numbers that are added to the observation vector and affect the behaviour. Functions of Actors and Critic are approximated by deep neural networks. The Critics value function is trained by using the TD-error method and the Actor’s function by using DDPG. The Communication Actor’s neural network is trained through gradients received from partner agents. An environment in which a cooperative multi-agent interaction is present was developed, computer simulation of the application of this method in the control problem of two robots pursuing two goals was carried out.
A randomized study of internet parent training accessed from community technology centers.
Irvine, A Blair; Gelatt, Vicky A; Hammond, Michael; Seeley, John R
2015-05-01
Behavioral parent training (BPT) has been shown to be efficacious to improve parenting skills for problematic interactions with adolescents displaying oppositional and antisocial behaviors. Some research suggests that support group curricula might be transferred to the Internet, and some studies suggest that other curriculum designs might also be effective. In this research, a BPT program for parents of at-risk adolescents was tested on the Internet in a randomized trial (N = 307) from computer labs at six community technology centers in or near large metropolitan areas. The instructional design was based on asynchronous scenario-based e-learning, rather than a traditional parent training model where presentation of course material builds content sequentially over multiple class sessions. Pretest to 30-day follow-up analyses indicated significant treatment effects on parent-reported discipline style (Parenting Scale, Adolescent version), child behavior (Eyberg Child Behavior Inventory), and on social cognitive theory constructs of intentions and self-efficacy. The effect sizes were small to medium. These findings suggest the potential to provide effective parent training programs on the Internet.
Code of Federal Regulations, 2012 CFR
2012-10-01
... examiner means a person licensed as a doctor of medicine or doctor of osteopathy. A medical examiner can be..., braking capacity, and in-train force levels throughout the train; and (4) Is computer enhanced so that it... train; and (4) Is computer enhanced so that it can be programmed for specific train consists and the...
Code of Federal Regulations, 2011 CFR
2011-10-01
... examiner means a person licensed as a doctor of medicine or doctor of osteopathy. A medical examiner can be..., braking capacity, and in-train force levels throughout the train; and (4) Is computer enhanced so that it... train; and (4) Is computer enhanced so that it can be programmed for specific train consists and the...
Neural networks as a control methodology
NASA Technical Reports Server (NTRS)
Mccullough, Claire L.
1990-01-01
While conventional computers must be programmed in a logical fashion by a person who thoroughly understands the task to be performed, the motivation behind neural networks is to develop machines which can train themselves to perform tasks, using available information about desired system behavior and learning from experience. There are three goals of this fellowship program: (1) to evaluate various neural net methods and generate computer software to implement those deemed most promising on a personal computer equipped with Matlab; (2) to evaluate methods currently in the professional literature for system control using neural nets to choose those most applicable to control of flexible structures; and (3) to apply the control strategies chosen in (2) to a computer simulation of a test article, the Control Structures Interaction Suitcase Demonstrator, which is a portable system consisting of a small flexible beam driven by a torque motor and mounted on springs tuned to the first flexible mode of the beam. Results of each are discussed.
Computer Skills Training and Readiness to Work with Computers
ERIC Educational Resources Information Center
Mor, Dalit; Laks, Hagar; Hershkovitz, Arnon
2016-01-01
In today's job market, computer skills are part of the prerequisites for many jobs. In this paper, we report on a study of readiness to work with computers (the dependent variable) among unemployed women (N = 54) after participating in a unique, web-supported training focused on computer skills and empowerment. Overall, the level of participants'…
NASA Technical Reports Server (NTRS)
Gregg, Hugh; Healey, Kathleen; Hack, Edmund; Wong, Carla
1987-01-01
Traditional expert systems, such as diagnostic and training systems, interact with users only through a keyboard and screen, and are usually symbolic in nature. Expert systems that require access to data bases, complex simulations and real-time instrumentation have both symbolic as well as algorithmic computing needs. These needs could both be met using a general purpose workstation running both symbolic and algorithmic code, or separate, specialized computers networked together. The latter approach was chosen to implement TEXSYS, the thermal expert system, developed by NASA Ames Research Center in conjunction with Johnson Space Center to demonstrate the ability of an expert system to autonomously monitor the thermal control system of the space station. TEXSYS has been implemented on a Symbolics workstation, and will be linked to a microVAX computer that will control a thermal test bed. This paper will explore the integration options, and present several possible solutions.
Long Chen; Zhongpeng Wang; Feng He; Jiajia Yang; Hongzhi Qi; Peng Zhou; Baikun Wan; Dong Ming
2015-08-01
The hybrid brain computer interface (hBCI) could provide higher information transfer rate than did the classical BCIs. It included more than one brain-computer or human-machine interact paradigms, such as the combination of the P300 and SSVEP paradigms. Research firstly constructed independent subsystems of three different paradigms and tested each of them with online experiments. Then we constructed a serial hybrid BCI system which combined these paradigms to achieve the functions of typing letters, moving and clicking cursor, and switching among them for the purpose of browsing webpages. Five subjects were involved in this study. They all successfully realized these functions in the online tests. The subjects could achieve an accuracy above 90% after training, which met the requirement in operating the system efficiently. The results demonstrated that it was an efficient system capable of robustness, which provided an approach for the clinic application.
NASA Technical Reports Server (NTRS)
Lillesand, T. M.; Meisner, D. E. (Principal Investigator)
1980-01-01
An investigation was conducted into ways to improve the involvement of state and local user personnel in the digital image analysis process by isolating those elements of the analysis process which require extensive involvement by field personnel and providing means for performing those activities apart from a computer facility. In this way, the analysis procedure can be converted from a centralized activity focused on a computer facility to a distributed activity in which users can interact with the data at the field office level or in the field itself. A general image processing software was developed on the University of Minnesota computer system (Control Data Cyber models 172 and 74). The use of color hardcopy image data as a primary medium in supervised training procedures was investigated and digital display equipment and a coordinate digitizer were procured.
Building a Data Science capability for USGS water research and communication
NASA Astrophysics Data System (ADS)
Appling, A.; Read, E. K.
2015-12-01
Interpreting and communicating water issues in an era of exponentially increasing information requires a blend of domain expertise, computational proficiency, and communication skills. The USGS Office of Water Information has established a Data Science team to meet these needs, providing challenging careers for diverse domain scientists and innovators in the fields of information technology and data visualization. Here, we detail the experience of building a Data Science capability as a bridging element between traditional water resources analyses and modern computing tools and data management techniques. This approach includes four major components: 1) building reusable research tools, 2) documenting data-intensive research approaches in peer reviewed journals, 3) communicating complex water resources issues with interactive web visualizations, and 4) offering training programs for our peers in scientific computing. These components collectively improve the efficiency, transparency, and reproducibility of USGS data analyses and scientific workflows.
Lechner, William J; MacGlashan, James; Wray, Tyler B; Littman, Michael L
2017-01-01
Background Computer-delivered interventions have been shown to be effective in reducing alcohol consumption in heavy drinking college students. However, these computer-delivered interventions rely on mouse, keyboard, or touchscreen responses for interactions between the users and the computer-delivered intervention. The principles of motivational interviewing suggest that in-person interventions may be effective, in part, because they encourage individuals to think through and speak aloud their motivations for changing a health behavior, which current computer-delivered interventions do not allow. Objective The objective of this study was to take the initial steps toward development of a voice-based computer-delivered intervention that can ask open-ended questions and respond appropriately to users’ verbal responses, more closely mirroring a human-delivered motivational intervention. Methods We developed (1) a voice-based computer-delivered intervention that was run by a human controller and that allowed participants to speak their responses to scripted prompts delivered by speech generation software and (2) a text-based computer-delivered intervention that relied on the mouse, keyboard, and computer screen for all interactions. We randomized 60 heavy drinking college students to interact with the voice-based computer-delivered intervention and 30 to interact with the text-based computer-delivered intervention and compared their ratings of the systems as well as their motivation to change drinking and their drinking behavior at 1-month follow-up. Results Participants reported that the voice-based computer-delivered intervention engaged positively with them in the session and delivered content in a manner consistent with motivational interviewing principles. At 1-month follow-up, participants in the voice-based computer-delivered intervention condition reported significant decreases in quantity, frequency, and problems associated with drinking, and increased perceived importance of changing drinking behaviors. In comparison to the text-based computer-delivered intervention condition, those assigned to voice-based computer-delivered intervention reported significantly fewer alcohol-related problems at the 1-month follow-up (incident rate ratio 0.60, 95% CI 0.44-0.83, P=.002). The conditions did not differ significantly on perceived importance of changing drinking or on measures of drinking quantity and frequency of heavy drinking. Conclusions Results indicate that it is feasible to construct a series of open-ended questions and a bank of responses and follow-up prompts that can be used in a future fully automated voice-based computer-delivered intervention that may mirror more closely human-delivered motivational interventions to reduce drinking. Such efforts will require using advanced speech recognition capabilities and machine-learning approaches to train a program to mirror the decisions made by human controllers in the voice-based computer-delivered intervention used in this study. In addition, future studies should examine enhancements that can increase the perceived warmth and empathy of voice-based computer-delivered intervention, possibly through greater personalization, improvements in the speech generation software, and embodying the computer-delivered intervention in a physical form. PMID:28659259
Nousiainen, Markku T; Omoto, Daniel M; Zingg, Patrick O; Weil, Yoram A; Mardam-Bey, Sami W; Eward, William C
2013-02-01
: Femoral neck fractures are among the most common orthopaedic injuries impacting the health care system. Surgical management of such fractures with cannulated screws is a commonly performed procedure. The acquisition of surgical skills necessary to perform this procedure typically involves learning on real patients with fluoroscopic guidance. This study attempts to determine if a novel computer-navigated training model improves the learning of this basic surgical skill. A multicenter, prospective, randomized, and controlled study was conducted using surgical trainees with no prior experience in surgically managing femoral neck fractures. After a training session, participants underwent a pretest by performing the surgical task (screw placement) on a simulated hip fracture using fluoroscopic guidance. Immediately after, participants were randomized into either undergoing a training session using conventional fluoroscopy or computer-based navigation. Immediate posttest, retention (4 weeks later), and transfer tests were performed. Performance during the tests was determined by radiographic analysis of hardware placement. Screw placement by trainees was ultimately equal to the level of an expert surgeon with either training technique. Participants who trained with computer navigation took fewer attempts to position hardware and used less fluoroscopy time than those trained with fluoroscopy. When those trained with fluoroscopy used computer navigation at the transfer test, less fluoroscopy time and dosage was used. The concurrent augmented feedback provided by computer navigation did not affect the learning of this basic surgical skill in surgical novices. No compromise in learning occurred if the surgical novice trained with one type of technology and transferred to using the other. The findings of this study suggest that computer navigation may be safely used to train surgical novices in a basic procedure. This model avoids using both live patients and harmful radiation without a compromise in the acquisition of a 3-dimensional technical skill.
Interactive Video Training and Development Activity.
ERIC Educational Resources Information Center
Troy State Univ., AL.
The Interactive Video Training and Development Activity of Troy State University (Troy, Alabama) is described in this report. The project has trained more than 30 people in the production of interactive video programs since its inception in 1983. Since 1985, training programs have been offered twice a year to individuals within and outside the…
NASA Astrophysics Data System (ADS)
Xie, Tao; Kuang, Hai-Lan; William, Perrie; Zou, Guang-Hui; Nan, Cheng-Feng; He, Chao; Shen, Tao; Chen, Wei
2009-07-01
Although the nonlinear interactions between a single short gravity wave and a long wave can be solved analytically, the solution is less tractable in more general cases involving multiple short waves. In this work we present a numerical method of studying nonlinear interactions between a long wave and multiple short harmonic waves in infinitely deep water. Specifically, this method is applied to the calculation of the temporal and spatial evolutions of the surface elevations in which a given long wave interacts with several short harmonic waves. Another important application of our method is to quantitatively analyse the nonlinear interactions between an arbitrary short wave train and another short wave train. From simulation results, we obtain that the mechanism for the nonlinear interactions between one short wave train and another short wave train (expressed as wave train 2) leads to the energy focusing of the other short wave train (expressed as wave train 3). This mechanism occurs on wave components with a narrow frequency bandwidth, whose frequencies are near that of wave train 3.
Talking Physics: Two Case Studies on Short Answers and Self-explanation in Learning Physics
NASA Astrophysics Data System (ADS)
Badeau, Ryan C.
This thesis explores two case studies into the use of short answers and self-explanation to improve student learning in physics. The first set of experiments focuses on the role of short answer questions in the context of computer-based instruction. Through a series of six experiments, we compare and evaluate the performance of computer-assessed short answer questions versus multiple choice for training conceptual topics in physics, controlling for feedback between the two formats. In addition to finding overall similar improvements on subsequent student performance and retention, we identify unique differences in how students interact with the treatments in terms of time spent on feedback and performance on follow-up short answer assessment. In addition, we identify interactions between the level of interactivity of the training, question format, and student attitudinal ratings of each respective training. The second case study focuses on the use of worked examples in the context of multi-concept physics problems - which we call "synthesis problems." For this part of the thesis, four experiments were designed to evaluate the effectiveness of two instructional methods employing worked examples on student performance with synthesis problems; these instructional techniques, analogical comparison and self-explanation, have previously been studied primarily in the context of single-concept problems. As such, the work presented here represents a novel focus on extending these two techniques to this class of more complicated physics problem. Across the four experiments, both self-explanation and certain kinds of analogical comparison of worked examples significantly improved student performance on a target synthesis problem, with distinct improvements in recognition of the relevant concepts. More specifically, analogical comparison significantly improved student performance when the comparisons were invoked between worked synthesis examples. In contrast, similar comparisons between corresponding pairs of worked single-concept examples did not significantly improve performance. On a more complicated synthesis problem, self-explanation was significantly more effective than analogical comparison, potentially due to differences in how successfully students encoded the full structure of the worked examples. Finally, we find that the two techniques can be combined for additional benefit, with the trade-off of slightly more time-on-task.
Amaral, Carlos P; Simões, Marco A; Mouga, Susana; Andrade, João; Castelo-Branco, Miguel
2017-10-01
We present a novel virtual-reality P300-based Brain Computer Interface (BCI) paradigm using social cues to direct the focus of attention. We combined interactive immersive virtual-reality (VR) technology with the properties of P300 signals in a training tool which can be used in social attention disorders such as autism spectrum disorder (ASD). We tested the novel social attention training paradigm (P300-based BCI paradigm for rehabilitation of joint-attention skills) in 13 healthy participants, in 3 EEG systems. The more suitable setup was tested online with 4 ASD subjects. Statistical accuracy was assessed based on the detection of P300, using spatial filtering and a Naïve-Bayes classifier. We compared: 1 - g.Mobilab+ (active dry-electrodes, wireless transmission); 2 - g.Nautilus (active electrodes, wireless transmission); 3 - V-Amp with actiCAP Xpress dry-electrodes. Significant statistical classification was achieved in all systems. g.Nautilus proved to be the best performing system in terms of accuracy in the detection of P300, preparation time, speed and reported comfort. Proof of concept tests in ASD participants proved that this setup is feasible for training joint attention skills in ASD. This work provides a unique combination of 'easy-to-use' BCI systems with new technologies such as VR to train joint-attention skills in autism. Our P300 BCI paradigm is feasible for future Phase I/II clinical trials to train joint-attention skills, with successful classification within few trials, online in ASD participants. The g.Nautilus system is the best performing one to use with the developed BCI setup. Copyright © 2017 Elsevier B.V. All rights reserved.
A training tool in group dynamics. The camel-trading incident.
Henke, B
1982-01-01
The objective of this training tool in group dynamics is to have the participants' experience and identify barriers to the accomplishment of group tasks and to give the trainer an opportunity to observe interaction within a particular group of participants. This exercise works best for groups which have been together long enough to establish mutual trust. There can be 10 to 20 participants and one should allow 1 1/2 to 2 hours. The materials required are pieces of paper to represent currency, paper for computation and notes, and writing implements. Details of the procedure are given. The material was prepared by INTRAH staff members. Other materials include how to use tracing techniques to create visual aids, how to evaluate teaching and how to create a family health case study.
2014 Space Human Factors Engineering Standing Review Panel
NASA Technical Reports Server (NTRS)
Steinberg, Susan
2014-01-01
The 2014 Space Human Factors Engineering (SHFE) Standing Review Panel (from here on referred to as the SRP) participated in a WebEx/teleconference with members of the Space Human Factors and Habitability (SHFH) Element, representatives from the Human Research Program (HRP), the National Space Biomedical Research Institute (NSBRI), and NASA Headquarters on November 17, 2014 (list of participants is in Section XI of this report). The SRP reviewed the updated research plans for the Risk of Incompatible Vehicle/Habitat Design (HAB Risk) and the Risk of Performance Errors Due to Training Deficiencies (Train Risk). The SRP also received a status update on the Risk of Inadequate Critical Task Design (Task Risk), the Risk of Inadequate Design of Human and Automation/Robotic Integration (HARI Risk), and the Risk of Inadequate Human-Computer Interaction (HCI Risk).
Computer-Based Training: Will it Replace You?
ERIC Educational Resources Information Center
Hudson, William J.
1982-01-01
Examines myths and fears about computer-based training (displaces trainers, dehumanizes learners), lists what computers cannot do (analyze needs, formulate objectives, act as subject experts), and what they can do effectively (handle knowledge transfer, provide simulation). (SK)
Training and Personnel Systems Technology R&D Program Description FY 1988/1989. Revision
1988-05-20
scenario software /database, and computer generated imagery (CIG) subsystem resources; (d) investigation of feasibility of, and preparation of plans... computer language to Army flight simulator for demonstration and evaluation. The objective is to have flight simulators which use the same software as...the Automated Performance and Readiness Training System (APARTS), which is a computer software system which facilitates training management through
ERIC Educational Resources Information Center
Shimizu, Hirofumi; Yoon, Soyoung; McDonough, Christopher S.
2010-01-01
We taught seven preschoolers with developmental disabilities to point-and-click with a computer mouse. The computer-based training program consisted of three parts, based on a task analysis of the behavioral prerequisites to point-and-click. Training 1 was designed to shape moving the mouse. Training 2 was designed to build eye-hand coordination…
Meyer, Denny; Blamey, Peter J; Pipingas, Andrew; Bhar, Sunil
2018-01-01
Background Sensorineural hearing loss is the most common sensory deficit among older adults. Some of the psychosocial consequences of this condition include difficulty in understanding speech, depression, and social isolation. Studies have shown that older adults with hearing loss show some age-related cognitive decline. Hearing aids have been proven as successful interventions to alleviate sensorineural hearing loss. In addition to hearing aid use, the positive effects of auditory training—formal listening activities designed to optimize speech perception—are now being documented among adults with hearing loss who use hearing aids, especially new hearing aid users. Auditory training has also been shown to produce prolonged cognitive performance improvements. However, there is still little evidence to support the benefits of simultaneous hearing aid use and individualized face-to-face auditory training on cognitive performance in adults with hearing loss. Objective This study will investigate whether using hearing aids for the first time will improve the impact of individualized face-to-face auditory training on cognition, depression, and social interaction for adults with sensorineural hearing loss. The rationale for this study is based on the hypothesis that, in adults with sensorineural hearing loss, using hearing aids for the first time in combination with individualized face-to-face auditory training will be more effective for improving cognition, depressive symptoms, and social interaction rather than auditory training on its own. Methods This is a crossover trial targeting 40 men and women between 50 and 90 years of age with either mild or moderate symmetric sensorineural hearing loss. Consented, willing participants will be recruited from either an independent living accommodation or via a community database to undergo a 6-month intensive face-to-face auditory training program (active control). Participants will be assigned in random order to receive hearing aid (intervention) for either the first 3 or last 3 months of the 6-month auditory training program. Each participant will be tested at baseline, 3, and 6 months using a neuropsychological battery of computer-based cognitive assessments, together with a depression symptom instrument and a social interaction measure. The primary outcome will be cognitive performance with regard to spatial working memory. Secondary outcome measures include other cognition performance measures, depressive symptoms, social interaction, and hearing satisfaction. Results Data analysis is currently under way and the first results are expected to be submitted for publication in June 2018. Conclusions Results from the study will inform strategies for aural rehabilitation, hearing aid delivery, and future hearing loss intervention trials. Trial Registration ClinicalTrials.gov NCT03112850; https://clinicaltrials.gov/ct2/show/NCT03112850 (Archived by WebCite at http://www.webcitation.org/6xz12fD0B). PMID:29572201
NASA Astrophysics Data System (ADS)
Kassa, Elias; Nielsen, Jens C. O.
2009-03-01
A time domain solution method for general three-dimensional dynamic interaction of train and turnout (switch and crossing) that accounts for excitation in an extended frequency range (up to several hundred Hz) is proposed. Based on a finite element (FE) model of a standard turnout design, a complex-valued modal superposition of track dynamics is applied using the first 500 eigenmodes of the turnout model. The three-dimensional model includes the distribution of structural flexibility along the turnout, such as bending and torsion of rails and sleepers, and the variations in rail cross-section and sleeper length. Convergence of simulation results is studied while using an increasing number of eigenmodes. It is shown that modes with eigenfrequencies up to at least 200 Hz have a significant influence on the magnitudes of the wheel-rail contact forces. Results from using a simplified track model with a commercial computer program for low-frequency vehicle dynamics are compared with the results from using the detailed FE model in conjunction with the proposed method.
Blumen, Helena M; Gopher, Daniel; Steinerman, Joshua R; Stern, Yaakov
2010-01-01
This study examined if and how cognitively healthy older adults can learn to play a complex computer-based action game called the Space Fortress (SF) as a function of training instructions [Standard vs. Emphasis Change (EC); e.g., Gopher et al., 1989] and basic motor ability. A total of 35 cognitively healthy older adults completed a 3-month SF training program with three SF sessions weekly. Twelve 3-min games were played during each session. Basic motor ability was assessed with an aiming task, which required rapidly rotating a spaceship to shoot targets. Older adults showed improved performance on the SF task over time, but did not perform at the same level as younger adults. Unlike studies of younger adults, overall SF performance in older adults was greater following standard instructions than following EC instructions. However, this advantage was primarily due to collecting more bonus points and not - the primary goal of the game - shooting and destroying the fortress, which in contrast benefited from EC instructions. Basic motor ability was low and influenced many different aspects of SF game learning, often interacted with learning rate, and influenced overall SF performance. These findings show that older adults can be trained to deal with the complexity of the SF task but that overall SF performance, and the ability to capitalize on EC instructions, differs when a basic ability such as motor control is low. Hence, the development of this training program as a cognitive intervention that can potentially compensate for age-related cognitive decline should consider that basic motor ability can interact with the efficiency of training instructions that promote the use of cognitive control (e.g., EC instructions) - and the confluence between such basic abilities and higher-level cognitive control abilities should be further examined.
How virtual reality may enhance training in obstetrics and gynecology.
Letterie, Gerard S
2002-09-01
Contemporary training in obstetrics and gynecology is aimed at the acquisition of a complex set of skills oriented to both the technical and personal aspects of patient care. The ability to create clinical simulations through virtual reality (VR) may facilitate the accomplishment of these goals. The purpose of this paper is 2-fold: (1) to review the circumstances and equipment in industry, science, and education in which VR has been successfully applied, and (2) to explore the possible role of VR for training in obstetrics and gynecology and to suggest innovative and unique approaches to enhancing this training. Qualitative assessment of the literature describing successful applications of VR in industry, law enforcement, military, and medicine from 1995 to 2000. Articles were identified through a computer-based search using Medline, Current Contents, and cross referencing bibliographies of articles identified through the search. One hundred and fifty-four articles were reviewed. This review of contemporary literature suggests that VR has been successfully used to simulate person-to-person interactions for training in psychiatry and the social sciences in a variety of circumstances by using real-time simulations of personal interactions, and to launch 3-dimensional trainers for surgical simulation. These successful applications and simulations suggest that this technology may be helpful and should be evaluated as an educational modality in obstetrics and gynecology in two areas: (1) counseling in circumstances ranging from routine preoperative informed consent to intervention in more acute circumstances such as domestic violence or rape, and (2) training in basic and advanced surgical skills for both medical students and residents. Virtual reality is an untested, but potentially useful, modality for training in obstetrics and gynecology. On the basis of successful applications in other nonmedical and medical areas, VR may have a role in teaching essential elements of counseling and surgical skill acquisition.
Blumen, Helena M.; Gopher, Daniel; Steinerman, Joshua R.; Stern, Yaakov
2010-01-01
This study examined if and how cognitively healthy older adults can learn to play a complex computer-based action game called the Space Fortress (SF) as a function of training instructions [Standard vs. Emphasis Change (EC); e.g., Gopher et al., 1989] and basic motor ability. A total of 35 cognitively healthy older adults completed a 3-month SF training program with three SF sessions weekly. Twelve 3-min games were played during each session. Basic motor ability was assessed with an aiming task, which required rapidly rotating a spaceship to shoot targets. Older adults showed improved performance on the SF task over time, but did not perform at the same level as younger adults. Unlike studies of younger adults, overall SF performance in older adults was greater following standard instructions than following EC instructions. However, this advantage was primarily due to collecting more bonus points and not – the primary goal of the game – shooting and destroying the fortress, which in contrast benefited from EC instructions. Basic motor ability was low and influenced many different aspects of SF game learning, often interacted with learning rate, and influenced overall SF performance. These findings show that older adults can be trained to deal with the complexity of the SF task but that overall SF performance, and the ability to capitalize on EC instructions, differs when a basic ability such as motor control is low. Hence, the development of this training program as a cognitive intervention that can potentially compensate for age-related cognitive decline should consider that basic motor ability can interact with the efficiency of training instructions that promote the use of cognitive control (e.g., EC instructions) – and the confluence between such basic abilities and higher-level cognitive control abilities should be further examined. PMID:21120135
A Computer-Based Training System for American Antique Chair Styles.
ERIC Educational Resources Information Center
See, Maha
A computer-based training (CBT) system was designed to train learners to recognize six styles of 18th century American antique chairs. The project consisted of five phases. The first phase consisted of a needs analysis to determine the training needs for the target population. Three groups of learners were identified: antique sales personnel,…
Virtual Training and Coaching of Health Behavior: Example from Mindfulness Meditation Training
Hudlicka, Eva
2014-01-01
Objective Computer-based virtual coaches are increasingly being explored for patient education, counseling, and health behavior training and coaching. The objective of this research was to develop and evaluate a Virtual Mindfulness Coach for training and coaching in mindfulness meditation. Method The coach was implemented as an embodied conversational character, providing mindfulness training and coaching via mixed initiative, text-based, natural language dialogue with the student, and emphasizing affect-adaptive interaction. (The term ‘mixed initiative dialog’ refers to a human-machine dialogue where either can initiate a conversation or a change in the conversation topic.) Results Findings from a pilot evaluation study indicate that the coach-based training is more effective in helping students establish a regular practice than self-administered training using written and audio materials. The coached group also appeared to be in more advanced stages of change in terms of the transtheoretical model, and have a higher sense of self-efficacy regarding establishment of a regular mindfulness practice. Conclusion These results suggest that virtual coach-based training of mindfulness is both feasible, and potentially more effective, than a self-administered program. Of particular interest is the identification of the specific coach features that contribute to its effectiveness. Practice Implications Virtual coaches could provide easily-accessible and cost-effective customized training for a range of health behaviors. The affect-adaptive aspect of these coaches is particularly relevant for helping patients establish long-term behavior changes. PMID:23809167
NASA Technical Reports Server (NTRS)
Ali, Syed Firasat; Khan, M. Javed; Rossi, Marcia J.; Crane, Peter; Guckenberger, Dutch; Bageon, Kellye
2001-01-01
Above Real Time Training (ARTT) is the training acquired on a real time simulator when it is modified to present events at a faster pace than normal. The experiments on training of pilots performed by NASA engineers and others have indicated that real time training (RTT) reinforced with ARTT would offer an effective training strategy for such tasks which require significant effort at time and workload management. A study was conducted to find how ARTT and RTT complement each other for training of novice pilot-navigator teams to fly on a required route. In the experiment, each of the participating pilot-navigator teams was required to conduct simulator flights on a prescribed two-legged ground track while maintaining required air speed and altitude. At any instant in a flight, the distance between the actual spatial point location of the airplane and the required spatial point was used as a measure of deviation from the required route. A smaller deviation represented better performance. Over a segment of flight or over complete flight, an average value of the deviation represented consolidated performance. The deviations were computed from the information on latitude, longitude, and altitude. In the combined ARTT and RTT program, ARTT at intermediate training intervals was beneficial in improving the real time performance of the trainees. It was observed that the team interaction between pilot and navigator resulted in maintaining high motivation and active participation throughout the training program.
Virtual training and coaching of health behavior: example from mindfulness meditation training.
Hudlicka, Eva
2013-08-01
Computer-based virtual coaches are increasingly being explored for patient education, counseling, and health behavior training and coaching. The objective of this research was to develop and evaluate a Virtual Mindfulness Coach for training and coaching in mindfulness meditation. The coach was implemented as an embodied conversational character, providing mindfulness training and coaching via mixed initiative, text-based, natural language dialog with the student, and emphasizing affect-adaptive interaction. (The term 'mixed initiative dialog' refers to a human-machine dialog where either can initiate a conversation or a change in the conversation topic.) Findings from a pilot evaluation study indicate that the coach-based training is more effective in helping students establish a regular practice than self-administered training using written and audio materials. The coached group also appeared to be in more advanced stages of change in terms of the transtheoretical model, and have a higher sense of self-efficacy regarding establishment of a regular mindfulness practice. These results suggest that virtual coach-based training of mindfulness is both feasible, and potentially more effective, than a self-administered program. Of particular interest is the identification of the specific coach features that contribute to its effectiveness. Virtual coaches could provide easily accessible and cost-effective customized training for a range of health behaviors. The affect-adaptive aspect of these coaches is particularly relevant for helping patients establish long-term behavior changes. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
ERIC Educational Resources Information Center
Gerencser, Kristina R.; Higbee, Thomas S.; Akers, Jessica S.; Contreras, Bethany P.
2017-01-01
Training parents of children with autism spectrum disorder can be a challenge due to limited resources, time, and money. Interactive computerized training (ICT)--a self-paced program that incorporates instructions, videos, and interactive questions--is one method professionals can use to disseminate trainings to broader populations. This study…
Korocsec, D; Holobar, A; Divjak, M; Zazula, D
2005-12-01
Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.
CyberMedVPS: visual programming for development of simulators.
Morais, Aline M; Machado, Liliane S
2011-01-01
Computer applications based on Virtual Reality (VR) has been outstanding in training and teaching in the medical filed due to their ability to simulate realistic in which users can practice skills and decision making in different situations. But was realized in these frameworks a hard interaction of non-programmers users. Based on this problematic will be shown the CyberMedVPS, a graphical module which implement Visual Programming concepts to solve an interaction trouble. Frameworks to develop such simulators are available but their use demands knowledge of programming. Based on this problematic will be shown the CyberMedVPS, a graphical module for the CyberMed framework, which implements Visual Programming concepts to allow the development of simulators by non-programmers professionals of the medical field.
Improving compound-protein interaction prediction by building up highly credible negative samples.
Liu, Hui; Sun, Jianjiang; Guan, Jihong; Zheng, Jie; Zhou, Shuigeng
2015-06-15
Computational prediction of compound-protein interactions (CPIs) is of great importance for drug design and development, as genome-scale experimental validation of CPIs is not only time-consuming but also prohibitively expensive. With the availability of an increasing number of validated interactions, the performance of computational prediction approaches is severely impended by the lack of reliable negative CPI samples. A systematic method of screening reliable negative sample becomes critical to improving the performance of in silico prediction methods. This article aims at building up a set of highly credible negative samples of CPIs via an in silico screening method. As most existing computational models assume that similar compounds are likely to interact with similar target proteins and achieve remarkable performance, it is rational to identify potential negative samples based on the converse negative proposition that the proteins dissimilar to every known/predicted target of a compound are not much likely to be targeted by the compound and vice versa. We integrated various resources, including chemical structures, chemical expression profiles and side effects of compounds, amino acid sequences, protein-protein interaction network and functional annotations of proteins, into a systematic screening framework. We first tested the screened negative samples on six classical classifiers, and all these classifiers achieved remarkably higher performance on our negative samples than on randomly generated negative samples for both human and Caenorhabditis elegans. We then verified the negative samples on three existing prediction models, including bipartite local model, Gaussian kernel profile and Bayesian matrix factorization, and found that the performances of these models are also significantly improved on the screened negative samples. Moreover, we validated the screened negative samples on a drug bioactivity dataset. Finally, we derived two sets of new interactions by training an support vector machine classifier on the positive interactions annotated in DrugBank and our screened negative interactions. The screened negative samples and the predicted interactions provide the research community with a useful resource for identifying new drug targets and a helpful supplement to the current curated compound-protein databases. Supplementary files are available at: http://admis.fudan.edu.cn/negative-cpi/. © The Author 2015. Published by Oxford University Press.
The Fifth Generation and Training Strategies
ERIC Educational Resources Information Center
Ennals, Richard
2008-01-01
Fifth Generation computers should not simply be regarded as an enhancement of current computer technology: the intention is that a fresh approach should be taken to computer science and to the use of computers. The argument of this paper is that the fresh approach must encompass education and training, with implications that extend far beyond the…
38 CFR 21.5138 - Computation of benefit payments and monthly rates.
Code of Federal Regulations, 2010 CFR
2010-07-01
...: 38 U.S.C. 3231, 3233, 3241, 3491, 3680, 3689) (a) Computation of entitlement factor. (1) For residence training, VA will compute an entitlement factor as follows: (i) Enter the number of full months in... entitlement factor.) (2) For correspondence training, VA will compute an entitlement factor as follows: (i...
Computer Skills Acquisition: A Review and Future Directions for Research.
ERIC Educational Resources Information Center
Gattiker, Urs E.
A review of past research on training employees for computer-mediated work leads to the development of theory and propositions concerning the relationship between different variables, such as: (1) individual factors; (2) task and person-computer interface; (3) characteristics of training design for the acquisition of computer skills; and (4) the…
ERIC Educational Resources Information Center
Butler, A. K.; And Others
The performance/design requirements and a detailed technical description for a Computer-Directed Training Subsystem to be integrated into the Air Force Phase II Base Level System are described. The subsystem may be used for computer-assisted lesson construction and has presentation capability for on-the-job training for data automation, staff, and…
Time dynamics of burst-train filamentation assisted femtosecond laser machining in glasses.
Esser, Dagmar; Rezaei, Saeid; Li, Jianzhao; Herman, Peter R; Gottmann, Jens
2011-12-05
Bursts of femtosecond laser pulses with a repetition rate of f = 38.5MHz were created using a purpose-built optical resonator. Single Ti:Sapphire laser pulses, trapped inside a resonator and released into controllable burst profiles by computer generated trigger delays to a fast Pockels cell switch, drove filamentation-assisted laser machining of high aspect ratio holes deep into transparent glasses. The time dynamics of the hole formation and ablation plume physics on 2-ns to 400-ms time scales were examined in time-resolved side-view images recorded with an intensified-CCD camera during the laser machining process. Transient effects of photoluminescence and ablation plume emissions confirm the build-up of heat accumulation effects during the burst train, the formation of laser-generated filaments and plume-shielding effects inside the deeply etched vias. The small time interval between the pulses in the present burst train enabled a more gentle modification in the laser interaction volume that mitigated shock-induced microcracks compared with single pulses.