Sample records for simulated task environment

  1. Using IMPRINT to Guide Experimental Design with Simulated Task Environments

    DTIC Science & Technology

    2015-06-18

    USING IMPRINT TO GUIDE EXPERIMENTAL DESIGN OF SIMULATED TASK ENVIRONMENTS THESIS Gregory...ENG-MS-15-J-052 USING IMPRINT TO GUIDE EXPERIMENTAL DESIGN WITH SIMULATED TASK ENVIRONMENTS THESIS Presented to the Faculty Department...Civilian, USAF June 2015 DISTRIBUTION STATEMENT A. APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT-ENG-MS-15-J-052 USING IMPRINT

  2. Validated robotic laparoscopic surgical training in a virtual-reality environment.

    PubMed

    Katsavelis, Dimitrios; Siu, Ka-Chun; Brown-Clerk, Bernadette; Lee, Irene H; Lee, Yong Kwon; Oleynikov, Dmitry; Stergiou, Nick

    2009-01-01

    A robotic virtual-reality (VR) simulator has been developed to improve robot-assisted training for laparoscopic surgery and to enhance surgical performance in laparoscopic skills. The simulated VR training environment provides an effective approach to evaluate and improve surgical performance. This study presents our findings of the VR training environment for robotic laparoscopy. Eight volunteers performed two inanimate tasks in both the VR and the actual training environment. The tasks were bimanual carrying (BC) and needle passing (NP). For the BC task, the volunteers simultaneously transferred two plastic pieces in opposite directions five times consecutively. The same volunteers passed a surgical needle through six pairs of holes in the NP task. Both tasks require significant bimanual coordination that mimics actual laparoscopic skills. Data analysis included time to task completion, speed and distance traveled of the instrument tip, as well as range of motion of the subject's wrist and elbow of the right arm. Electromyography of the right wrist flexor and extensor were also analyzed. Paired t-tests and Pearson's r were used to explore the differences and correlations between the two environments. There were no significant differences between the actual and the simulated VR environment with respect to the BC task, while there were significant differences in almost all dependent parameters for the NP task. Moderate to high correlations for most dependent parameters were revealed for both tasks. Our data shows that the VR environment adequately simulated the BC task. The significant differences found for the NP task may be attributed to an oversimplification in the VR environment. However, they do point to the need for improvements in the complexity of our VR simulation. Further research work is needed to develop effective and reliable VR environments for robotic laparoscopic training.

  3. Integrated Clinical Training for Space Flight Using a High-Fidelity Patient Simulator in a Simulated Microgravity Environment

    NASA Technical Reports Server (NTRS)

    Hurst, Victor; Doerr, Harold K.; Polk, J. D.; Schmid, Josef; Parazynksi, Scott; Kelly, Scott

    2007-01-01

    This viewgraph presentation reviews the use of telemedicine in a simulated microgravity environment using a patient simulator. For decades, telemedicine techniques have been used in terrestrial environments by many cohorts with varied clinical experience. The success of these techniques has been recently expanded to include microgravity environments aboard the International Space Station (ISS). In order to investigate how an astronaut crew medical officer will execute medical tasks in a microgravity environment, while being remotely guided by a flight surgeon, the Medical Operation Support Team (MOST) used the simulated microgravity environment provided aboard DC-9 aircraft teams of crew medical officers, and remote flight surgeons performed several tasks on a patient simulator.

  4. Cognitive simulators for medical education and training.

    PubMed

    Kahol, Kanav; Vankipuram, Mithra; Smith, Marshall L

    2009-08-01

    Simulators for honing procedural skills (such as surgical skills and central venous catheter placement) have proven to be valuable tools for medical educators and students. While such simulations represent an effective paradigm in surgical education, there is an opportunity to add a layer of cognitive exercises to these basic simulations that can facilitate robust skill learning in residents. This paper describes a controlled methodology, inspired by neuropsychological assessment tasks and embodied cognition, to develop cognitive simulators for laparoscopic surgery. These simulators provide psychomotor skill training and offer the additional challenge of accomplishing cognitive tasks in realistic environments. A generic framework for design, development and evaluation of such simulators is described. The presented framework is generalizable and can be applied to different task domains. It is independent of the types of sensors, simulation environment and feedback mechanisms that the simulators use. A proof of concept of the framework is provided through developing a simulator that includes cognitive variations to a basic psychomotor task. The results of two pilot studies are presented that show the validity of the methodology in providing an effective evaluation and learning environments for surgeons.

  5. Transfer of Complex Skill Learning from Virtual to Real Rowing

    PubMed Central

    Rauter, Georg; Sigrist, Roland; Koch, Claudio; Crivelli, Francesco; van Raai, Mark; Riener, Robert; Wolf, Peter

    2013-01-01

    Simulators are commonly used to train complex tasks. In particular, simulators are applied to train dangerous tasks, to save costs, and to investigate the impact of different factors on task performance. However, in most cases, the transfer of simulator training to the real task has not been investigated. Without a proof for successful skill transfer, simulators might not be helpful at all or even counter-productive for learning the real task. In this paper, the skill transfer of complex technical aspects trained on a scull rowing simulator to sculling on water was investigated. We assume if a simulator provides high fidelity rendering of the interactions with the environment even without augmented feedback, training on such a realistic simulator would allow similar skill gains as training in the real environment. These learned skills were expected to transfer to the real environment. Two groups of four recreational rowers participated. One group trained on water, the other group trained on a simulator. Within two weeks, both groups performed four training sessions with the same licensed rowing trainer. The development in performance was assessed by quantitative biomechanical performance measures and by a qualitative video evaluation of an independent, blinded trainer. In general, both groups could improve their performance on water. The used biomechanical measures seem to allow only a limited insight into the rowers' development, while the independent trainer could also rate the rowers' overall impression. The simulator quality and naturalism was confirmed by the participants in a questionnaire. In conclusion, realistic simulator training fostered skill gains to a similar extent as training in the real environment and enabled skill transfer to the real environment. In combination with augmented feedback, simulator training can be further exploited to foster motor learning even to a higher extent, which is subject to future work. PMID:24376518

  6. Using Blackboard Wiki Pages as a Shared Space for Simulating the Professional Translation Work Environment

    ERIC Educational Resources Information Center

    Vine, Juliet

    2015-01-01

    The Work-Integrated Simulation for Translators module is part of a three year undergraduate degree in translation. The semester long module aims to simulate several aspects of the translation process using the Blackboard virtual learning environment's Wikis as the interface for completing translation tasks. For each translation task, one of the…

  7. Objective Fidelity Evaluation in Multisensory Virtual Environments: Auditory Cue Fidelity in Flight Simulation

    PubMed Central

    Meyer, Georg F.; Wong, Li Ting; Timson, Emma; Perfect, Philip; White, Mark D.

    2012-01-01

    We argue that objective fidelity evaluation of virtual environments, such as flight simulation, should be human-performance-centred and task-specific rather than measure the match between simulation and physical reality. We show how principled experimental paradigms and behavioural models to quantify human performance in simulated environments that have emerged from research in multisensory perception provide a framework for the objective evaluation of the contribution of individual cues to human performance measures of fidelity. We present three examples in a flight simulation environment as a case study: Experiment 1: Detection and categorisation of auditory and kinematic motion cues; Experiment 2: Performance evaluation in a target-tracking task; Experiment 3: Transferrable learning of auditory motion cues. We show how the contribution of individual cues to human performance can be robustly evaluated for each task and that the contribution is highly task dependent. The same auditory cues that can be discriminated and are optimally integrated in experiment 1, do not contribute to target-tracking performance in an in-flight refuelling simulation without training, experiment 2. In experiment 3, however, we demonstrate that the auditory cue leads to significant, transferrable, performance improvements with training. We conclude that objective fidelity evaluation requires a task-specific analysis of the contribution of individual cues. PMID:22957068

  8. Learner-Centered Instruction (LCI): Volume IV, The Simulated Maintenance Task Environment (SMTE): A Job Specific Simulator.

    ERIC Educational Resources Information Center

    Rifkin, Kenneth I.; And Others

    The purpose of the simulated maintenance task environment is to provide a means for training and job performance testing of the flight line weapon control systems mechanic/technician for the F-111A aircraft. It provides practice in flight line equipment checkout, troubleshooting, and removal and replacement of line replaceable units in the…

  9. Influence of anatomic landmarks in the virtual environment on simulated angled laparoscope navigation

    PubMed Central

    Christie, Lorna S.; Goossens, Richard H. M.; de Ridder, Huib; Jakimowicz, Jack J.

    2010-01-01

    Background The aim of this study is to investigate the influence of the presence of anatomic landmarks on the performance of angled laparoscope navigation on the SimSurgery SEP simulator. Methods Twenty-eight experienced laparoscopic surgeons (familiar with 30° angled laparoscope, >100 basic laparoscopic procedures, >5 advanced laparoscopic procedures) and 23 novices (no laparoscopy experience) performed the Camera Navigation task in an abstract virtual environment (CN-box) and in a virtual representation of the lower abdomen (CN-abdomen). They also rated the realism and added value of the virtual environments on seven-point scales. Results Within both groups, the CN-box task was accomplished in less time and with shorter tip trajectory than the CN-abdomen task (Wilcoxon test, p < 0.05). No significant differences were found between the performances of the experienced participants and the novices on the CN tasks (Mann–Whitney U test, p > 0.05). In both groups, the CN tasks were perceived as hard work and more challenging than anticipated. Conclusions Performance of the angled laparoscope navigation task is influenced by the virtual environment surrounding the exercise. The task was performed better in an abstract environment than in a virtual environment with anatomic landmarks. More insight is required into the influence and function of different types of intrinsic and extrinsic feedback on the effectiveness of preclinical simulator training. PMID:20419318

  10. Enhancing Mental Models for Team Effectiveness

    DTIC Science & Technology

    2011-09-01

    person teams. C3Fire, a simulation of forest firefighting, was used as the task environment. Each team was assigned to one of three learning...military, for a total of 27 two-person teams. C3Fire, a functional simulation of forest firefighting, was used as the task environment. The...processes. A more likely explanation for the non-significant findings is that the task and team learning conditions used in this study did not sufficiently

  11. Driving performance in a power wheelchair simulator.

    PubMed

    Archambault, Philippe S; Tremblay, Stéphanie; Cachecho, Sarah; Routhier, François; Boissy, Patrick

    2012-05-01

    A power wheelchair simulator can allow users to safely experience various driving tasks. For such training to be efficient, it is important that driving performance be equivalent to that in a real wheelchair. This study aimed at comparing driving performance in a real and in a simulated environment. Two groups of healthy young adults performed different driving tasks, either in a real power wheelchair or in a simulator. Smoothness of joystick control as well as the time necessary to complete each task were recorded and compared between the two groups. Driving strategies were analysed from video recordings. The sense of presence, of really being in the virtual environment, was assessed through a questionnaire. Smoothness of joystick control was the same in the real and virtual groups. Task completion time was higher in the simulator for the more difficult tasks. Both groups showed similar strategies and difficulties. The simulator generated a good sense of presence, which is important for motivation. Performance was very similar for power wheelchair driving in the simulator or in real life. Thus, the simulator could potentially be used to complement training of individuals who require a power wheelchair and use a regular joystick. [Box: see text].

  12. SES cupola interactive display design environment

    NASA Technical Reports Server (NTRS)

    Vu, Bang Q.; Kirkhoff, Kevin R.

    1989-01-01

    The Systems Engineering Simulator, located at the Lyndon B. Johnson Space Center in Houston, Texas, is tasked with providing a real-time simulator for developing displays and controls targeted for the Space Station Freedom. These displays and controls will exist inside an enclosed workstation located on the space station. The simulation is currently providing the engineering analysis environment for NASA and contractor personnel to design, prototype, and test alternatives for graphical presentation of data to an astronaut while he performs specified tasks. A highly desirable aspect of this environment is to have the capability to rapidly develop and bring on-line a number of different displays for use in determining the best utilization of graphics techniques in achieving maximum efficiency of the test subject fulfilling his task. The Systems Engineering Simulator now has available a tool which assists in the rapid development of displays for these graphic workstations. The Display Builder was developed in-house to provide an environment which allows easy construction and modification of displays within minutes of receiving requirements for specific tests.

  13. The atomic simulation environment-a Python library for working with atoms.

    PubMed

    Hjorth Larsen, Ask; Jørgen Mortensen, Jens; Blomqvist, Jakob; Castelli, Ivano E; Christensen, Rune; Dułak, Marcin; Friis, Jesper; Groves, Michael N; Hammer, Bjørk; Hargus, Cory; Hermes, Eric D; Jennings, Paul C; Bjerre Jensen, Peter; Kermode, James; Kitchin, John R; Leonhard Kolsbjerg, Esben; Kubal, Joseph; Kaasbjerg, Kristen; Lysgaard, Steen; Bergmann Maronsson, Jón; Maxson, Tristan; Olsen, Thomas; Pastewka, Lars; Peterson, Andrew; Rostgaard, Carsten; Schiøtz, Jakob; Schütt, Ole; Strange, Mikkel; Thygesen, Kristian S; Vegge, Tejs; Vilhelmsen, Lasse; Walter, Michael; Zeng, Zhenhua; Jacobsen, Karsten W

    2017-07-12

    The atomic simulation environment (ASE) is a software package written in the Python programming language with the aim of setting up, steering, and analyzing atomistic simulations. In ASE, tasks are fully scripted in Python. The powerful syntax of Python combined with the NumPy array library make it possible to perform very complex simulation tasks. For example, a sequence of calculations may be performed with the use of a simple 'for-loop' construction. Calculations of energy, forces, stresses and other quantities are performed through interfaces to many external electronic structure codes or force fields using a uniform interface. On top of this calculator interface, ASE provides modules for performing many standard simulation tasks such as structure optimization, molecular dynamics, handling of constraints and performing nudged elastic band calculations.

  14. Effects of tactile cueing on concurrent performance of military and robotics tasks in a simulated multitasking environment.

    PubMed

    Chen, J Y C; Terrence, P I

    2008-08-01

    This study examined the concurrent performance of military gunnery, robotics control and communication tasks in a simulated environment. More specifically, the study investigated how aided target recognition (AiTR) capabilities (delivered either through tactile or tactile + visual cueing) for the gunnery task might benefit overall performance. Results showed that AiTR benefited not only the gunnery task, but also the concurrent robotics and communication tasks. The participants' spatial ability was found to be a good indicator of their gunnery and robotics task performance. However, when AiTR was available to assist their gunnery task, those participants of lower spatial ability were able to perform their robotics tasks as well as those of higher spatial ability. Finally, participants' workload assessment was significantly higher when they teleoperated (i.e. remotely operated) a robot and when their gunnery task was unassisted. These results will further understanding of multitasking performance in military tasking environments. These results will also facilitate the implementation of robots in military settings and will provide useful data to military system designs.

  15. Pilot study on verification of effectiveness on operability of assistance system for robotic tele-surgery using simulation.

    PubMed

    Kawamura, Kazuya; Kobayashi, Yo; Fujie, Masakatsu G

    2010-01-01

    Tele-surgery enables medical care even in remote regions, and has been accomplished in clinical cases by means of dedicated communication lines. To make tele-surgery a more widespread method of providing medical care, a surgical environment needs to be made available using public lines of communication, such as the Internet. Moreover, a support system during surgery is required, as the use of surgical tools is performed in an environment subject to delay. In our research, we focus on the operability of specific tasks conducted by surgeons during a medical procedure, with the aim of clarifying, by means of a simulation, the optimum environment for robotic tele-surgery. In the study, we set up experimental systems using our proposed simulation system. In addition, we investigate the mental workloads on subjects and verify the effect of visual-assistance information as a pilot study. The operability of the task of gripping soft tissue was evaluated using a subjective workload assessment tool, the NASA Task Load Index. Results show that the tasks were completed, but the workload did not improve to less than 300ms and 400ms in the simulated environment. Verifying the effect of the support system was an important task under a more-than 200ms delay using this experiment, and future studies will evaluate the operability of the system under varying conditions of comfort. In addition, an intra-operative assistance system will be constructed using a simulation.

  16. Task management skills and their deficiencies during care delivery in simulated medical emergency situation: A classification.

    PubMed

    Morineau, Thierry; Chapelain, Pascal; Quinio, Philippe

    2016-06-01

    Our objective was to develop the analysis of task management skills by proposing a framework classifying task management stages and deficiencies. Few studies of non-technical skills have detailed the components of task management skills through behavioural markers, despite their central role in care delivery. A post hoc qualitative behavioural analysis was performed of recordings made of professional training sessions based upon simulated scenarios. Four recorded sessions in a high-fidelity simulation setting were observed and recorded. Two scenarios were used (cardiac arrest and respiratory failure), and there were two training sessions per scenario. Four types of task management deficiencies were identified with regards to task constraints: constraint relaxation, unsatisfied constraints, additional constraints and constraint transgression. Both equipment and space constraints were also identified. The lack of prerequisite actions when preparing the environment, corequisite actions for equipment and protocol monitoring, or postrequisite actions to restore the environment were associated with task management deficiencies. Deficiencies in task management behaviours can be identified in simulated as well as actual medical emergency settings. This framework opens perspectives for both training caregivers and designing ergonomic work situations. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. Multi-AUV autonomous task planning based on the scroll time domain quantum bee colony optimization algorithm in uncertain environment

    PubMed Central

    Zhang, Rubo; Yang, Yu

    2017-01-01

    Research on distributed task planning model for multi-autonomous underwater vehicle (MAUV). A scroll time domain quantum artificial bee colony (STDQABC) optimization algorithm is proposed to solve the multi-AUV optimal task planning scheme. In the uncertain marine environment, the rolling time domain control technique is used to realize a numerical optimization in a narrowed time range. Rolling time domain control is one of the better task planning techniques, which can greatly reduce the computational workload and realize the tradeoff between AUV dynamics, environment and cost. Finally, a simulation experiment was performed to evaluate the distributed task planning performance of the scroll time domain quantum bee colony optimization algorithm. The simulation results demonstrate that the STDQABC algorithm converges faster than the QABC and ABC algorithms in terms of both iterations and running time. The STDQABC algorithm can effectively improve MAUV distributed tasking planning performance, complete the task goal and get the approximate optimal solution. PMID:29186166

  18. Multi-AUV autonomous task planning based on the scroll time domain quantum bee colony optimization algorithm in uncertain environment.

    PubMed

    Li, Jianjun; Zhang, Rubo; Yang, Yu

    2017-01-01

    Research on distributed task planning model for multi-autonomous underwater vehicle (MAUV). A scroll time domain quantum artificial bee colony (STDQABC) optimization algorithm is proposed to solve the multi-AUV optimal task planning scheme. In the uncertain marine environment, the rolling time domain control technique is used to realize a numerical optimization in a narrowed time range. Rolling time domain control is one of the better task planning techniques, which can greatly reduce the computational workload and realize the tradeoff between AUV dynamics, environment and cost. Finally, a simulation experiment was performed to evaluate the distributed task planning performance of the scroll time domain quantum bee colony optimization algorithm. The simulation results demonstrate that the STDQABC algorithm converges faster than the QABC and ABC algorithms in terms of both iterations and running time. The STDQABC algorithm can effectively improve MAUV distributed tasking planning performance, complete the task goal and get the approximate optimal solution.

  19. Connecting Artificial Brains to Robots in a Comprehensive Simulation Framework: The Neurorobotics Platform

    PubMed Central

    Falotico, Egidio; Vannucci, Lorenzo; Ambrosano, Alessandro; Albanese, Ugo; Ulbrich, Stefan; Vasquez Tieck, Juan Camilo; Hinkel, Georg; Kaiser, Jacques; Peric, Igor; Denninger, Oliver; Cauli, Nino; Kirtay, Murat; Roennau, Arne; Klinker, Gudrun; Von Arnim, Axel; Guyot, Luc; Peppicelli, Daniel; Martínez-Cañada, Pablo; Ros, Eduardo; Maier, Patrick; Weber, Sandro; Huber, Manuel; Plecher, David; Röhrbein, Florian; Deser, Stefan; Roitberg, Alina; van der Smagt, Patrick; Dillman, Rüdiger; Levi, Paul; Laschi, Cecilia; Knoll, Alois C.; Gewaltig, Marc-Oliver

    2017-01-01

    Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain–body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 “Neurorobotics” of the Human Brain Project (HBP).1 At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments. PMID:28179882

  20. Connecting Artificial Brains to Robots in a Comprehensive Simulation Framework: The Neurorobotics Platform.

    PubMed

    Falotico, Egidio; Vannucci, Lorenzo; Ambrosano, Alessandro; Albanese, Ugo; Ulbrich, Stefan; Vasquez Tieck, Juan Camilo; Hinkel, Georg; Kaiser, Jacques; Peric, Igor; Denninger, Oliver; Cauli, Nino; Kirtay, Murat; Roennau, Arne; Klinker, Gudrun; Von Arnim, Axel; Guyot, Luc; Peppicelli, Daniel; Martínez-Cañada, Pablo; Ros, Eduardo; Maier, Patrick; Weber, Sandro; Huber, Manuel; Plecher, David; Röhrbein, Florian; Deser, Stefan; Roitberg, Alina; van der Smagt, Patrick; Dillman, Rüdiger; Levi, Paul; Laschi, Cecilia; Knoll, Alois C; Gewaltig, Marc-Oliver

    2017-01-01

    Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain-body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 "Neurorobotics" of the Human Brain Project (HBP). At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments.

  1. Impedance learning for robotic contact tasks using natural actor-critic algorithm.

    PubMed

    Kim, Byungchan; Park, Jooyoung; Park, Shinsuk; Kang, Sungchul

    2010-04-01

    Compared with their robotic counterparts, humans excel at various tasks by using their ability to adaptively modulate arm impedance parameters. This ability allows us to successfully perform contact tasks even in uncertain environments. This paper considers a learning strategy of motor skill for robotic contact tasks based on a human motor control theory and machine learning schemes. Our robot learning method employs impedance control based on the equilibrium point control theory and reinforcement learning to determine the impedance parameters for contact tasks. A recursive least-square filter-based episodic natural actor-critic algorithm is used to find the optimal impedance parameters. The effectiveness of the proposed method was tested through dynamic simulations of various contact tasks. The simulation results demonstrated that the proposed method optimizes the performance of the contact tasks in uncertain conditions of the environment.

  2. Lifelong Transfer Learning for Heterogeneous Teams of Agents in Sequential Decision Processes

    DTIC Science & Technology

    2016-06-01

    making (SDM) tasks in dynamic environments with simulated and physical robots . 15. SUBJECT TERMS Sequential decision making, lifelong learning, transfer...sequential decision-making (SDM) tasks in dynamic environments with both simple benchmark tasks and more complex aerial and ground robot tasks. Our work...and ground robots in the presence of disturbances: We applied our methods to the problem of learning controllers for robots with novel disturbances in

  3. A methodological, task-based approach to Procedure-Specific Simulations training.

    PubMed

    Setty, Yaki; Salzman, Oren

    2016-12-01

    Procedure-Specific Simulations (PSS) are 3D realistic simulations that provide a platform to practice complete surgical procedures in a virtual-reality environment. While PSS have the potential to improve surgeons' proficiency, there are no existing standards or guidelines for PSS development in a structured manner. We employ a unique platform inspired by game design to develop virtual reality simulations in three dimensions of urethrovesical anastomosis during radical prostatectomy. 3D visualization is supported by a stereo vision, providing a fully realistic view of the simulation. The software can be executed for any robotic surgery platform. Specifically, we tested the simulation under windows environment on the RobotiX Mentor. Using urethrovesical anastomosis during radical prostatectomy simulation as a representative example, we present a task-based methodological approach to PSS training. The methodology provides tasks in increasing levels of difficulty from a novice level of basic anatomy identification, to an expert level that permits testing new surgical approaches. The modular methodology presented here can be easily extended to support more complex tasks. We foresee this methodology as a tool used to integrate PSS as a complementary training process for surgical procedures.

  4. Recoding low-level simulator data into a record of meaningful task performance: the integrated task modeling environment (ITME).

    PubMed

    King, Robert; Parker, Simon; Mouzakis, Kon; Fletcher, Winston; Fitzgerald, Patrick

    2007-11-01

    The Integrated Task Modeling Environment (ITME) is a user-friendly software tool that has been developed to automatically recode low-level data into an empirical record of meaningful task performance. The present research investigated and validated the performance of the ITME software package by conducting complex simulation missions and comparing the task analyses produced by ITME with taskanalyses produced by experienced video analysts. A very high interrater reliability (> or = .94) existed between experienced video analysts and the ITME for the task analyses produced for each mission. The mean session time:analysis time ratio was 1:24 using video analysis techniques and 1:5 using the ITME. It was concluded that the ITME produced task analyses that were as reliable as those produced by experienced video analysts, and significantly reduced the time cost associated with these analyses.

  5. Cognitive task load in a naval ship control centre: from identification to prediction.

    PubMed

    Grootjen, M; Neerincx, M A; Veltman, J A

    Deployment of information and communication technology will lead to further automation of control centre tasks and an increasing amount of information to be processed. A method for establishing adequate levels of cognitive task load for the operators in such complex environments has been developed. It is based on a model distinguishing three load factors: time occupied, task-set switching, and level of information processing. Application of the method resulted in eight scenarios for eight extremes of task load (i.e. low and high values for each load factor). These scenarios were performed by 13 teams in a high-fidelity control centre simulator of the Royal Netherlands Navy. The results show that the method provides good prediction of the task load that will actually appear in the simulator. The model allowed identification of under- and overload situations showing negative effects on operator performance corresponding to controlled experiments in a less realistic task environment. Tools proposed to keep the operator at an optimum task load are (adaptive) task allocation and interface support.

  6. Use of Human Modeling Simulation Software in the Task Analysis of the Environmental Control and Life Support System Component Installation Procedures

    NASA Technical Reports Server (NTRS)

    Estes, Samantha; Parker, Nelson C. (Technical Monitor)

    2001-01-01

    Virtual reality and simulation applications are becoming widespread in human task analysis. These programs have many benefits for the Human Factors Engineering field. Not only do creating and using virtual environments for human engineering analyses save money and time, this approach also promotes user experimentation and provides increased quality of analyses. This paper explains the human engineering task analysis performed on the Environmental Control and Life Support System (ECLSS) space station rack and its Distillation Assembly (DA) subsystem using EAI's human modeling simulation software, Jack. When installed on the International Space Station (ISS), ECLSS will provide the life and environment support needed to adequately sustain crew life. The DA is an Orbital Replaceable Unit (ORU) that provides means of wastewater (primarily urine from flight crew and experimental animals) reclamation. Jack was used to create a model of the weightless environment of the ISS Node 3, where the ECLSS is housed. Computer aided drawings of the ECLSS rack and DA system were also brought into the environment. Anthropometric models of a 95th percentile male and 5th percentile female were used to examine the human interfaces encountered during various ECLSS and DA tasks. The results of the task analyses were used in suggesting modifications to hardware and crew task procedures to improve accessibility, conserve crew time, and add convenience for the crew. This paper will address some of those suggested modifications and the method of presenting final analyses for requirements verification.

  7. Cognitive evaluation by tasks in a virtual reality environment in multiple sclerosis.

    PubMed

    Lamargue-Hamel, Delphine; Deloire, Mathilde; Saubusse, Aurore; Ruet, Aurélie; Taillard, Jacques; Philip, Pierre; Brochet, Bruno

    2015-12-15

    The assessment of cognitive impairment in multiple sclerosis (MS) requires large neuropsychological batteries that assess numerous domains. The relevance of these assessments to daily cognitive functioning is not well established. Cognitive ecological evaluation has not been frequently studied in MS. The aim of this study was to determine the interest of cognitive evaluation in a virtual reality environment in a sample of persons with MS with cognitive deficits. Thirty persons with MS with at least moderate cognitive impairment were assessed with two ecological evaluations, an in-house developed task in a virtual reality environment (Urban DailyCog®) and a divided attention task in a driving simulator. Classical neuropsychological testing was also used. Fifty-two percent of the persons with MS failed the driving simulator task and 80% failed the Urban DailyCog®. Virtual reality assessments are promising in identifying cognitive impairment in MS. Copyright © 2015 Elsevier B.V. All rights reserved.

  8. Neutral Buoyancy Simulator - Fluid line repair kit development

    NASA Technical Reports Server (NTRS)

    1997-01-01

    Marshall's Neutral Buoyancy Simulator (NBS) is used to simulate the gravitational fields and buoyancy effects outer space has on astronauts and their ability to perform tasks in this environment. In this example, a diver performs a temporary fluid line repair task using a repair kit developed by Marshall engineers. The analysis will determine the value of this repair kit and its feasibility.

  9. Commentary on "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Almond et al.

    ERIC Educational Resources Information Center

    Timms, Mike

    2014-01-01

    In his commentary on "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Almond et al., Mike Timms writes that his own research has involved the use of embedded assessments using simulations in interactive learning environments, and the Evidence Centered Design (ECD) approach has provided a solid…

  10. Representing and Enacting Movement: The Body as an Instructional Resource in a Simulator-Based Environment

    ERIC Educational Resources Information Center

    Sellberg, Charlott

    2017-01-01

    Simulators are used to practice in a safe setting before training in a safety-critical environment. Since the nature of situations encountered in high-risk domains is complex and dynamic, it is considered important for the simulation to resemble conditions of real world tasks. For this reason, simulation-based training is often discussed in terms…

  11. Electrophysiological measurement of interest during walking in a simulated environment.

    PubMed

    Takeda, Yuji; Okuma, Takashi; Kimura, Motohiro; Kurata, Takeshi; Takenaka, Takeshi; Iwaki, Sunao

    2014-09-01

    A reliable neuroscientific technique for objectively estimating the degree of interest in a real environment is currently required in the research fields of neuroergonomics and neuroeconomics. Toward the development of such a technique, the present study explored electrophysiological measures that reflect an observer's interest in a nearly-real visual environment. Participants were asked to walk through a simulated shopping mall and the attractiveness of the shopping mall was manipulated by opening and closing the shutters of stores. During the walking task, participants were exposed to task-irrelevant auditory probes (two-stimulus oddball sequence). The results showed a smaller P2/early P3a component of task-irrelevant auditory event-related potentials and a larger lambda response of eye-fixation-related potentials in an interesting environment (i.e., open-shutter condition) than in a boring environment (i.e., closed-shutter condition); these findings can be reasonably explained by supposing that participants allocated more attentional resources to visual information in an interesting environment than in a boring environment, and thus residual attentional resources that could be allocated to task-irrelevant auditory probes were reduced. The P2/early P3a component and the lambda response may be useful measures of interest in a real visual environment. Copyright © 2014 Elsevier B.V. All rights reserved.

  12. Using virtual reality simulation to study navigation in a complex environment as a functional-cognitive task; A pilot study.

    PubMed

    Kizony, R; Zeilig, G; Krasovsky, T; Bondi, M; Weiss, P L; Kodesh, E; Kafri, M

    2017-01-01

    Navigation skills are required for performance of functional complex tasks and may decline due to aging. Investigation of navigation skills should include measurement of cognitive-executive and motor aspects, which are part of complex tasks. to compare young and older healthy adults in navigation within a simulated environment with and without a functional-cognitive task. Ten young adults (25.6±4.3 years) and seven community dwelling older men (69.9±3.8 years) were tested during a single session. After training on a self-paced treadmill to navigate in a non-functional simulation, they performed the Virtual Multiple Errands Test (VMET) in a mall simulation. Outcome measures included cognitive-executive aspects of performance and gait parameters. Younger adults' performance of the VMET was more efficient (1.8±1.0) than older adults (5.3±2.7; p < 0.05) and faster (younger 478.1±141.5 s, older 867.6±393.5 s; p < 0.05). There were no differences between groups in gait parameters. Both groups walked slower in the mall simulation. The shopping simulation provided a paradigm to assess the interplay between motor and cognitive aspects involved in the efficient performance of a complex task. The study emphasized the role of the cognitive-executive aspect of task performance in healthy older adults.

  13. [Development of fixed-base full task space flight training simulator].

    PubMed

    Xue, Liang; Chen, Shan-quang; Chang, Tian-chun; Yang, Hong; Chao, Jian-gang; Li, Zhi-peng

    2003-01-01

    Fixed-base full task flight training simulator is a very critical and important integrated training facility. It is mostly used in training of integrated skills and tasks, such as running the flight program of manned space flight, dealing with faults, operating and controlling spacecraft flight, communicating information between spacecraft and ground. This simulator was made up of several subentries including spacecraft simulation, simulating cabin, sight image, acoustics, main controlling computer, instructor and assistant support. It has implemented many simulation functions, such as spacecraft environment, spacecraft movement, communicating information between spacecraft and ground, typical faults, manual control and operating training, training control, training monitor, training database management, training data recording, system detecting and so on.

  14. A Hybrid Parachute Simulation Environment for the Orion Parachute Development Project

    NASA Technical Reports Server (NTRS)

    Moore, James W.

    2011-01-01

    A parachute simulation environment (PSE) has been developed that aims to take advantage of legacy parachute simulation codes and modern object-oriented programming techniques. This hybrid simulation environment provides the parachute analyst with a natural and intuitive way to construct simulation tasks while preserving the pedigree and authority of established parachute simulations. NASA currently employs four simulation tools for developing and analyzing air-drop tests performed by the CEV Parachute Assembly System (CPAS) Project. These tools were developed at different times, in different languages, and with different capabilities in mind. As a result, each tool has a distinct interface and set of inputs and outputs. However, regardless of the simulation code that is most appropriate for the type of test, engineers typically perform similar tasks for each drop test such as prediction of loads, assessment of altitude, and sequencing of disreefs or cut-aways. An object-oriented approach to simulation configuration allows the analyst to choose models of real physical test articles (parachutes, vehicles, etc.) and sequence them to achieve the desired test conditions. Once configured, these objects are translated into traditional input lists and processed by the legacy simulation codes. This approach minimizes the number of sim inputs that the engineer must track while configuring an input file. An object oriented approach to simulation output allows a common set of post-processing functions to perform routine tasks such as plotting and timeline generation with minimal sensitivity to the simulation that generated the data. Flight test data may also be translated into the common output class to simplify test reconstruction and analysis.

  15. Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment.

    PubMed

    Kim, Hyun K; Park, Jaehyun; Choi, Yeongcheol; Choe, Mungyeong

    2018-05-01

    This study aims to develop a motion sickness measurement index in a virtual reality (VR) environment. The VR market is in an early stage of market formation and technological development, and thus, research on the side effects of VR devices such as simulator motion sickness is lacking. In this study, we used the simulator sickness questionnaire (SSQ), which has been traditionally used for simulator motion sickness measurement. To measure the motion sickness in a VR environment, 24 users performed target selection tasks using a VR device. The SSQ was administered immediately after each task, and the order of work was determined using the Latin square design. The existing SSQ was revised to develop a VR sickness questionnaire, which is used as the measurement index in a VR environment. In addition, the target selection method and button size were found to be significant factors that affect motion sickness in a VR environment. The results of this study are expected to be used for measuring and designing simulator sickness using VR devices in future studies. Copyright © 2018 Elsevier Ltd. All rights reserved.

  16. Training high performance skills using above real-time training

    NASA Technical Reports Server (NTRS)

    Guckenberger, Dutch; Uliano, Kevin C.; Lane, Norman E.

    1993-01-01

    The Above Real-Time Training (ARTT) concept is a unique approach to training high performance skills. ARTT refers to a training paradigm that places the operator in a simulated environment that functions at faster than normal time. Such a training paradigm represents a departure from the intuitive, but not often supported, feeling that the best practice is determined by the training environment with the highest fidelity. This approach is hypothesized to provide greater 'transfer value' per simulation trial, by incorporating training techniques and instructional features into the simulator. These techniques allow individuals to acquire these critical skills faster and with greater retention. ARTT also allows an individual trained in 'fast time' to operate at what appears to be a more confident state, when the same task is performed in a real-time environment. Two related experiments are discussed. The findings appear to be consistent with previous findings that show positive effects of task variation during training. Moreover, ARTT has merit in improving or maintaining transfer with sharp reductions in training time. There are indications that the effectiveness of ARTT varies as a function of task content and possibly task difficulty. Other implications for ARTT are discussed along with future research directions.

  17. Core Self-Evaluations as Causes of Satisfaction: The Mediating Role of Seeking Task Complexity

    ERIC Educational Resources Information Center

    Srivastava, Abhishek; Locke, Edwin A.; Judge, Timothy A.; Adams, John W.

    2010-01-01

    This study examined the mediating role of task complexity in the relationship between core self-evaluations (CSE) and satisfaction. In Study 1, eighty three undergraduate business students worked on a strategic decision-making simulation. The simulated environment enabled us to verify the temporal sequence of variables, use an objective measure of…

  18. Around Marshall

    NASA Image and Video Library

    1997-04-18

    Marshall's Neutral Buoyancy Simulator (NBS) is used to simulate the gravitational fields and buoyancy effects outer space has on astronauts and their ability to perform tasks in this environment. In this example, a diver performs a temporary fluid line repair task using a repair kit developed by Marshall engineers. The analysis will determine the value of this repair kit and its feasibility.

  19. 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.

  20. Intraoperative Noise Increases Perceived Task Load and Fatigue in Anesthesiology Residents: A Simulation-Based Study.

    PubMed

    McNeer, Richard R; Bennett, Christopher L; Dudaryk, Roman

    2016-02-01

    Operating rooms are identified as being one of the noisiest of clinical environments, and intraoperative noise is associated with adverse effects on staff and patient safety. Simulation-based experiments would offer controllable and safe venues for investigating this noise problem. However, realistic simulation of the clinical auditory environment is rare in current simulators. Therefore, we retrofitted our operating room simulator to be able to produce immersive auditory simulations with the use of typical sound sources encountered during surgeries. Then, we tested the hypothesis that anesthesia residents would perceive greater task load and fatigue while being given simulated lunch breaks in noisy environments rather than in quiet ones. As a secondary objective, we proposed and tested the plausibility of a novel psychometric instrument for the assessment of stress. In this simulation-based, randomized, repeated-measures, crossover study, 2 validated psychometric survey instruments, the NASA Task Load Index (NASA-TLX), composed of 6 items, and the Swedish Occupational Fatigue Inventory (SOFI), composed of 5 items, were used to assess perceived task load and fatigue, respectively, in first-year anesthesia residents. Residents completed the psychometric instruments after being given lunch breaks in quiet and noisy intraoperative environments (soundscapes). The effects of soundscape grouping on the psychometric instruments and their comprising items were analyzed with a split-plot analysis. A model for a new psychometric instrument for measuring stress that combines the NASA-TLX and SOFI instruments was proposed, and a factor analysis was performed on the collected data to determine the model's plausibility. Twenty residents participated in this study. Multivariate analysis of variance showed an effect of soundscape grouping on the combined NASA-TLX and SOFI instrument items (P = 0.003) and the comparisons of univariate item reached significance for the NASA Temporal Demand item (P = 0.0004) and the SOFI Lack of Energy item (P = 0.001). Factor analysis extracted 4 factors, which were assigned the following construct names for model development: Psychological Task Load, Psychological Fatigue, Acute Physical Load, and Performance-Chronic Physical Load. Six of the 7 fit tests used in the partial confirmatory factor analysis were positive when we fitted the data to the proposed model, suggesting that further validation is warranted. This study provides evidence that noise during surgery can increase feelings of stress, as measured by perceived task load and fatigue levels, in anesthesiologists and adds to the growing literature pointing to an overall adverse impact of clinical noise on caregivers and patient safety. The psychometric model proposed in this study for assessing perceived stress is plausible based on factor analysis and will be useful for characterizing the impact of the clinical environment on subject stress levels in future investigations.

  1. POPCORN: a Supervisory Control Simulation for Workload and Performance Research

    NASA Technical Reports Server (NTRS)

    Hart, S. G.; Battiste, V.; Lester, P. T.

    1984-01-01

    A multi-task simulation of a semi-automatic supervisory control system was developed to provide an environment in which training, operator strategy development, failure detection and resolution, levels of automation, and operator workload can be investigated. The goal was to develop a well-defined, but realistically complex, task that would lend itself to model-based analysis. The name of the task (POPCORN) reflects the visual display that depicts different task elements milling around waiting to be released and pop out to be performed. The operator's task was to complete each of 100 task elements that ere represented by different symbols, by selecting a target task and entering the desired a command. The simulated automatic system then completed the selected function automatically. Highly significant differences in performance, strategy, and rated workload were found as a function of all experimental manipulations (except reward/penalty).

  2. The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment

    PubMed Central

    Milella, Ferdinando; Pinto, Carlo; Cant, Iain; White, Mark; Meyer, Georg

    2018-01-01

    Objective and subjective measures of performance in virtual reality environments increase as more sensory cues are delivered and as simulation fidelity increases. Some cues (colour or sound) are easier to present than others (object weight, vestibular cues) so that substitute cues can be used to enhance informational content in a simulation at the expense of simulation fidelity. This study evaluates how substituting cues in one modality by alternative cues in another modality affects subjective and objective performance measures in a highly immersive virtual reality environment. Participants performed a wheel change in a virtual reality (VR) environment. Auditory, haptic and visual cues, signalling critical events in the simulation, were manipulated in a factorial design. Subjective ratings were recorded via questionnaires. The time taken to complete the task was used as an objective performance measure. The results show that participants performed best and felt an increased sense of immersion and involvement, collectively referred to as ‘presence’, when substitute multimodal sensory feedback was provided. Significant main effects of audio and tactile cues on task performance and on participants' subjective ratings were found. A significant negative relationship was found between the objective (overall completion times) and subjective (ratings of presence) performance measures. We conclude that increasing informational content, even if it disrupts fidelity, enhances performance and user’s overall experience. On this basis we advocate the use of substitute cues in VR environments as an efficient method to enhance performance and user experience. PMID:29390023

  3. The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment.

    PubMed

    Cooper, Natalia; Milella, Ferdinando; Pinto, Carlo; Cant, Iain; White, Mark; Meyer, Georg

    2018-01-01

    Objective and subjective measures of performance in virtual reality environments increase as more sensory cues are delivered and as simulation fidelity increases. Some cues (colour or sound) are easier to present than others (object weight, vestibular cues) so that substitute cues can be used to enhance informational content in a simulation at the expense of simulation fidelity. This study evaluates how substituting cues in one modality by alternative cues in another modality affects subjective and objective performance measures in a highly immersive virtual reality environment. Participants performed a wheel change in a virtual reality (VR) environment. Auditory, haptic and visual cues, signalling critical events in the simulation, were manipulated in a factorial design. Subjective ratings were recorded via questionnaires. The time taken to complete the task was used as an objective performance measure. The results show that participants performed best and felt an increased sense of immersion and involvement, collectively referred to as 'presence', when substitute multimodal sensory feedback was provided. Significant main effects of audio and tactile cues on task performance and on participants' subjective ratings were found. A significant negative relationship was found between the objective (overall completion times) and subjective (ratings of presence) performance measures. We conclude that increasing informational content, even if it disrupts fidelity, enhances performance and user's overall experience. On this basis we advocate the use of substitute cues in VR environments as an efficient method to enhance performance and user experience.

  4. An intelligent robot for helping astronauts

    NASA Technical Reports Server (NTRS)

    Erickson, J. D.; Grimm, K. A.; Pendleton, T. W.

    1994-01-01

    This paper describes the development status of a prototype supervised intelligent robot for space application for purposes of (1) helping the crew of a spacecraft such as the Space Station with various tasks, such as holding objects and retrieving/replacing tools and other objects from/into storage, and (2) for purposes of retrieving detached objects, such as equipment or crew, that have become separated from their spacecraft. In addition to this set of tasks in this low-Earth-orbiting spacecraft environment, it is argued that certain aspects of the technology can be viewed as generic in approach, thereby offering insight into intelligent robots for other tasks and environments. Candidate software architectures and their key technical issues which enable real work in real environments to be accomplished safely and robustly are addressed. Results of computer simulations of grasping floating objects are presented. Also described are characterization results on the usable reduced gravity environment in an aircraft flying parabola (to simulate weightlessness) and results on hardware performance there. These results show it is feasible to use that environment for evaluative testing of dexterous grasping based on real-time vision of freely rotating and translating objects.

  5. Cognitive simulation as a tool for cognitive task analysis.

    PubMed

    Roth, E M; Woods, D D; Pople, H E

    1992-10-01

    Cognitive simulations are runnable computer programs that represent models of human cognitive activities. We show how one cognitive simulation built as a model of some of the cognitive processes involved in dynamic fault management can be used in conjunction with small-scale empirical data on human performance to uncover the cognitive demands of a task, to identify where intention errors are likely to occur, and to point to improvements in the person-machine system. The simulation, called Cognitive Environment Simulation or CES, has been exercised on several nuclear power plant accident scenarios. Here we report one case to illustrate how a cognitive simulation tool such as CES can be used to clarify the cognitive demands of a problem-solving situation as part of a cognitive task analysis.

  6. Correlation between observation task performance and visual acuity, contrast sensitivity and environmental light in a simulated maritime study.

    PubMed

    Koefoed, Vilhelm F; Assmuss, Jörg; Høvding, Gunnar

    2018-03-25

    To examine the relevance of visual acuity (VA) and index of contrast sensitivity (ICS) as predictors for visual observation task performance in a maritime environment. Sixty naval cadets were recruited to a study on observation tasks in a simulated maritime environment under three different light settings. Their ICS were computed based on contrast sensitivity (CS) data recorded by Optec 6500 and CSV-1000E CS tests. The correlation between object identification distance and VA/ICS was examined by stepwise linear regression. The object detection distance was significantly correlated to the level of environmental light (p < 0.001), but not to the VA or ICS recorded in the test subjects. Female cadets had a significantly shorter target identification range than the male cadets. Neither CS nor VA were found to be significantly correlated to observation task performance. This apparent absence of proven predictive value of visual parameters for observation tasks in a maritime environment may presumably be ascribed to the normal and uniform visual capacity in all our study subjects. © 2018 Acta Ophthalmologica Scandinavica Foundation. Published by John Wiley & Sons Ltd.

  7. Utility functions and resource management in an oversubscribed heterogeneous computing environment

    DOE PAGES

    Khemka, Bhavesh; Friese, Ryan; Briceno, Luis Diego; ...

    2014-09-26

    We model an oversubscribed heterogeneous computing system where tasks arrive dynamically and a scheduler maps the tasks to machines for execution. The environment and workloads are based on those being investigated by the Extreme Scale Systems Center at Oak Ridge National Laboratory. Utility functions that are designed based on specifications from the system owner and users are used to create a metric for the performance of resource allocation heuristics. Each task has a time-varying utility (importance) that the enterprise will earn based on when the task successfully completes execution. We design multiple heuristics, which include a technique to drop lowmore » utility-earning tasks, to maximize the total utility that can be earned by completing tasks. The heuristics are evaluated using simulation experiments with two levels of oversubscription. The results show the benefit of having fast heuristics that account for the importance of a task and the heterogeneity of the environment when making allocation decisions in an oversubscribed environment. Furthermore, the ability to drop low utility-earning tasks allow the heuristics to tolerate the high oversubscription as well as earn significant utility.« less

  8. Effect of motion cues during complex curved approach and landing tasks: A piloted simulation study

    NASA Technical Reports Server (NTRS)

    Scanlon, Charles H.

    1987-01-01

    A piloted simulation study was conducted to examine the effect of motion cues using a high fidelity simulation of commercial aircraft during the performance of complex approach and landing tasks in the Microwave Landing System (MLS) signal environment. The data from these tests indicate that in a high complexity MLS approach task with moderate turbulence and wind, the pilot uses motion cues to improve path tracking performance. No significant differences in tracking accuracy were noted for the low and medium complexity tasks, regardless of the presence of motion cues. Higher control input rates were measured for all tasks when motion was used. Pilot eye scan, as measured by instrument dwell time, was faster when motion cues were used regardless of the complexity of the approach tasks. Pilot comments indicated a preference for motion. With motion cues, pilots appeared to work harder in all levels of task complexity and to improve tracking performance in the most complex approach task.

  9. Telerobot control system

    NASA Technical Reports Server (NTRS)

    Backes, Paul G. (Inventor); Tso, Kam S. (Inventor)

    1993-01-01

    This invention relates to an operator interface for controlling a telerobot to perform tasks in a poorly modeled environment and/or within unplanned scenarios. The telerobot control system includes a remote robot manipulator linked to an operator interface. The operator interface includes a setup terminal, simulation terminal, and execution terminal for the control of the graphics simulator and local robot actuator as well as the remote robot actuator. These terminals may be combined in a single terminal. Complex tasks are developed from sequential combinations of parameterized task primitives and recorded teleoperations, and are tested by execution on a graphics simulator and/or local robot actuator, together with adjustable time delays. The novel features of this invention include the shared and supervisory control of the remote robot manipulator via operator interface by pretested complex tasks sequences based on sequences of parameterized task primitives combined with further teleoperation and run-time binding of parameters based on task context.

  10. Effects of imperfect automation and individual differences on concurrent performance of military and robotics tasks in a simulated multitasking environment.

    PubMed

    Chen, J Y C; Terrence, P I

    2009-08-01

    This study investigated the performance and workload of the combined position of gunner and robotics operator in a simulated military multitasking environment. Specifically, the study investigated how aided target recognition (AiTR) capabilities for the gunnery task with imperfect reliability (false-alarm-prone vs. miss-prone) might affect the concurrent robotics and communication tasks. Additionally, the study examined whether performance was affected by individual differences in spatial ability and attentional control. Results showed that when the robotics task was simply monitoring the video, participants had the best performance in their gunnery and communication tasks and the lowest perceived workload, compared with the other robotics tasking conditions. There was a strong interaction between the type of AiTR unreliability and participants' perceived attentional control. Overall, for participants with higher perceived attentional control, false-alarm-prone alerts were more detrimental; for low attentional control participants, conversely, miss-prone automation was more harmful. Low spatial ability participants preferred visual cueing and high spatial ability participants favoured tactile cueing. Potential applications of the findings include personnel selection for robotics operation, robotics user interface designs and training development. The present results will provide further understanding of the interplays among automation reliability, multitasking performance and individual differences in military tasking environments. These results will also facilitate the implementation of robots in military settings and will provide useful data to military system designs.

  11. Distributed interactive communication in simulated space-dwelling groups.

    PubMed

    Brady, Joseph V; Hienz, Robert D; Hursh, Steven R; Ragusa, Leonard C; Rouse, Charles O; Gasior, Eric D

    2004-03-01

    This report describes the development and preliminary application of an experimental test bed for modeling human behavior in the context of a computer generated environment to analyze the effects of variations in communication modalities, incentives and stressful conditions. In addition to detailing the methodological development of a simulated task environment that provides for electronic monitoring and recording of individual and group behavior, the initial substantive findings from an experimental analysis of distributed interactive communication in simulated space dwelling groups are described. Crews of three members each (male and female) participated in simulated "planetary missions" based upon a synthetic scenario task that required identification, collection, and analysis of geologic specimens with a range of grade values. The results of these preliminary studies showed clearly that cooperative and productive interactions were maintained between individually isolated and distributed individuals communicating and problem-solving effectively in a computer-generated "planetary" environment over extended time intervals without benefit of one another's physical presence. Studies on communication channel constraints confirmed the functional interchangeability between available modalities with the highest degree of interchangeability occurring between Audio and Text modes of communication. The effects of task-related incentives were determined by the conditions under which they were available with Positive Incentives effectively attenuating decrements in performance under stressful time pressure. c2003 Elsevier Ltd. All rights reserved.

  12. The atomic simulation environment—a Python library for working with atoms

    NASA Astrophysics Data System (ADS)

    Hjorth Larsen, Ask; Jørgen Mortensen, Jens; Blomqvist, Jakob; Castelli, Ivano E.; Christensen, Rune; Dułak, Marcin; Friis, Jesper; Groves, Michael N.; Hammer, Bjørk; Hargus, Cory; Hermes, Eric D.; Jennings, Paul C.; Bjerre Jensen, Peter; Kermode, James; Kitchin, John R.; Leonhard Kolsbjerg, Esben; Kubal, Joseph; Kaasbjerg, Kristen; Lysgaard, Steen; Bergmann Maronsson, Jón; Maxson, Tristan; Olsen, Thomas; Pastewka, Lars; Peterson, Andrew; Rostgaard, Carsten; Schiøtz, Jakob; Schütt, Ole; Strange, Mikkel; Thygesen, Kristian S.; Vegge, Tejs; Vilhelmsen, Lasse; Walter, Michael; Zeng, Zhenhua; Jacobsen, Karsten W.

    2017-07-01

    The atomic simulation environment (ASE) is a software package written in the Python programming language with the aim of setting up, steering, and analyzing atomistic simulations. In ASE, tasks are fully scripted in Python. The powerful syntax of Python combined with the NumPy array library make it possible to perform very complex simulation tasks. For example, a sequence of calculations may be performed with the use of a simple ‘for-loop’ construction. Calculations of energy, forces, stresses and other quantities are performed through interfaces to many external electronic structure codes or force fields using a uniform interface. On top of this calculator interface, ASE provides modules for performing many standard simulation tasks such as structure optimization, molecular dynamics, handling of constraints and performing nudged elastic band calculations.

  13. Brainlab: A Python Toolkit to Aid in the Design, Simulation, and Analysis of Spiking Neural Networks with the NeoCortical Simulator.

    PubMed

    Drewes, Rich; Zou, Quan; Goodman, Philip H

    2009-01-01

    Neuroscience modeling experiments often involve multiple complex neural network and cell model variants, complex input stimuli and input protocols, followed by complex data analysis. Coordinating all this complexity becomes a central difficulty for the experimenter. The Python programming language, along with its extensive library packages, has emerged as a leading "glue" tool for managing all sorts of complex programmatic tasks. This paper describes a toolkit called Brainlab, written in Python, that leverages Python's strengths for the task of managing the general complexity of neuroscience modeling experiments. Brainlab was also designed to overcome the major difficulties of working with the NCS (NeoCortical Simulator) environment in particular. Brainlab is an integrated model-building, experimentation, and data analysis environment for the powerful parallel spiking neural network simulator system NCS.

  14. Brainlab: A Python Toolkit to Aid in the Design, Simulation, and Analysis of Spiking Neural Networks with the NeoCortical Simulator

    PubMed Central

    Drewes, Rich; Zou, Quan; Goodman, Philip H.

    2008-01-01

    Neuroscience modeling experiments often involve multiple complex neural network and cell model variants, complex input stimuli and input protocols, followed by complex data analysis. Coordinating all this complexity becomes a central difficulty for the experimenter. The Python programming language, along with its extensive library packages, has emerged as a leading “glue” tool for managing all sorts of complex programmatic tasks. This paper describes a toolkit called Brainlab, written in Python, that leverages Python's strengths for the task of managing the general complexity of neuroscience modeling experiments. Brainlab was also designed to overcome the major difficulties of working with the NCS (NeoCortical Simulator) environment in particular. Brainlab is an integrated model-building, experimentation, and data analysis environment for the powerful parallel spiking neural network simulator system NCS. PMID:19506707

  15. Perceptions of the Effectiveness of System Dynamics-Based Interactive Learning Environments: An Empirical Study

    ERIC Educational Resources Information Center

    Qudrat-Ullah, Hassan

    2010-01-01

    The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users' decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes…

  16. An Innovative 6-DOF Platform for Testing a Space Robotic System to Perform Contact Tasks in Zero-Gravity Environment

    DTIC Science & Technology

    2013-10-21

    Platform for Testing a Space Robotic System to Perform Contact Tasks in Zero- Gravity Environment 5a. CONTRACT NUMBER FA9453-11-1-0306 5b...SUBJECT TERMS Microgravity, zero gravity , test platform, simulation, gravity offloading 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT...4  3.3  Principle of Gravity Offloading

  17. Comparing surgical experience with performance on a sinus surgery simulator.

    PubMed

    Diment, Laura E; Ruthenbeck, Greg S; Dharmawardana, Nuwan; Carney, A Simon; Woods, Charmaine M; Ooi, Eng H; Reynolds, Karen J

    2016-12-01

    This study evaluates whether surgical experience influences technical competence using the Flinders sinus surgery simulator, a virtual environment designed to teach nasal endoscopic surgical skills. Ten experienced sinus surgeons (five consultants and five registrars) and 14 novices (seven resident medical officers and seven interns/medical students) completed three simulation tasks using haptic controllers. Task 1 required navigation of the sinuses and identification of six anatomical landmarks, Task 2 required removal of unhealthy tissue while preserving healthy tissue and Task 3 entailed backbiting within pre-set lines on the uncinate process and microdebriding tissue between the cuts. Novices were compared with experts on a range of measures, using Mann-Whitney U -tests. Novices took longer on all tasks (Task 1: 278%, P < 0.005; Task 2: 112%, P < 0.005; Task 3: 72%, P < 0.005). In Task 1, novices' instruments travelled further than experts' (379%, P < 0.005), and provided greater maximum force (12%, P < 0.05). In Tasks 2 and 3 novices performed more cutting movements to remove the tissue (Task 2: 1500%, P < 0.005; Task 3: 72%, P < 0.005). Experts also completed more of Task 3 (66%, P < 0.05). The study demonstrated the Flinders sinus simulator's construct validity, differentiating between experts and novices with respect to procedure time, instrument distance travelled and number of cutting motions to complete the task. © 2015 Royal Australasian College of Surgeons.

  18. Hyperbaric Oxygen Environment Can Enhance Brain Activity and Multitasking Performance

    PubMed Central

    Vadas, Dor; Kalichman, Leonid; Hadanny, Amir; Efrati, Shai

    2017-01-01

    Background: The Brain uses 20% of the total oxygen supply consumed by the entire body. Even though, <10% of the brain is active at any given time, it utilizes almost all the oxygen delivered. In order to perform complex tasks or more than one task (multitasking), the oxygen supply is shifted from one brain region to another, via blood perfusion modulation. The aim of the present study was to evaluate whether a hyperbaric oxygen (HBO) environment, with increased oxygen supply to the brain, will enhance the performance of complex and/or multiple activities. Methods: A prospective, double-blind randomized control, crossover trial including 22 healthy volunteers. Participants were asked to perform a cognitive task, a motor task and a simultaneous cognitive-motor task (multitasking). Participants were randomized to perform the tasks in two environments: (a) normobaric air (1 ATA 21% oxygen) (b) HBO (2 ATA 100% oxygen). Two weeks later participants were crossed to the alternative environment. Blinding of the normobaric environment was achieved in the same chamber with masks on while hyperbaric sensation was simulated by increasing pressure in the first minute and gradually decreasing to normobaric environment prior to tasks performance. Results: Compared to the performance at normobaric conditions, both cognitive and motor single tasks scores were significantly enhanced by HBO environment (p < 0.001 for both). Multitasking performance was also significantly enhanced in HBO environment (p = 0.006 for the cognitive part and p = 0.02 for the motor part). Conclusions: The improvement in performance of both single and multi-tasking while in an HBO environment supports the hypothesis which according to, oxygen is indeed a rate limiting factor for brain activity. Hyperbaric oxygenation can serve as an environment for brain performance. Further studies are needed to evaluate the optimal oxygen levels for maximal brain performance. PMID:29021747

  19. Hyperbaric Oxygen Environment Can Enhance Brain Activity and Multitasking Performance.

    PubMed

    Vadas, Dor; Kalichman, Leonid; Hadanny, Amir; Efrati, Shai

    2017-01-01

    Background: The Brain uses 20% of the total oxygen supply consumed by the entire body. Even though, <10% of the brain is active at any given time, it utilizes almost all the oxygen delivered. In order to perform complex tasks or more than one task (multitasking), the oxygen supply is shifted from one brain region to another, via blood perfusion modulation. The aim of the present study was to evaluate whether a hyperbaric oxygen (HBO) environment, with increased oxygen supply to the brain, will enhance the performance of complex and/or multiple activities. Methods: A prospective, double-blind randomized control, crossover trial including 22 healthy volunteers. Participants were asked to perform a cognitive task, a motor task and a simultaneous cognitive-motor task (multitasking). Participants were randomized to perform the tasks in two environments: (a) normobaric air (1 ATA 21% oxygen) (b) HBO (2 ATA 100% oxygen). Two weeks later participants were crossed to the alternative environment. Blinding of the normobaric environment was achieved in the same chamber with masks on while hyperbaric sensation was simulated by increasing pressure in the first minute and gradually decreasing to normobaric environment prior to tasks performance. Results: Compared to the performance at normobaric conditions, both cognitive and motor single tasks scores were significantly enhanced by HBO environment ( p < 0.001 for both). Multitasking performance was also significantly enhanced in HBO environment ( p = 0.006 for the cognitive part and p = 0.02 for the motor part). Conclusions: The improvement in performance of both single and multi-tasking while in an HBO environment supports the hypothesis which according to, oxygen is indeed a rate limiting factor for brain activity. Hyperbaric oxygenation can serve as an environment for brain performance. Further studies are needed to evaluate the optimal oxygen levels for maximal brain performance.

  20. The Effects of Cognitive Readiness in a Surface Warfare Simulation

    ERIC Educational Resources Information Center

    Ayala, Donna

    2008-01-01

    This study investigated the effects of cognitive readiness in a Navy simulated environment, the simulation being the Multi-Mission Team Trainer. The research question that drove this study was: will simulations increase cognitive readiness? One of the tasks of Navy sailors is to deal with unpredictable events. Unpredictability in the military is…

  1. A graphical workstation based part-task flight simulator for preliminary rapid evaluation of advanced displays

    NASA Technical Reports Server (NTRS)

    Wanke, Craig; Kuchar, James; Hahn, Edward; Pritchett, A.; Hansman, R. John

    1994-01-01

    Advances in avionics and display technology are significantly changing the cockpit environment in current transport aircraft. The MIT Aeronautical Systems Lab (ASL) developed a part-task flight simulator specifically to study the effects of these new technologies on flight crew situational awareness and performance. The simulator is based on a commercially-available graphics workstation, and can be rapidly reconfigured to meet the varying demands of experimental studies. The simulator was successfully used to evaluate graphical microbursts alerting displays, electronic instrument approach plates, terrain awareness and alerting displays, and ATC routing amendment delivery through digital datalinks.

  2. In-flight crew training

    NASA Technical Reports Server (NTRS)

    Gott, Charles; Galicki, Peter; Shores, David

    1990-01-01

    The Helmet Mounted Display system and Part Task Trainer are two projects currently underway that are closely related to the in-flight crew training concept. The first project is a training simulator and an engineering analysis tool. The simulator's unique helmet mounted display actually projects the wearer into the simulated environment of 3-D space. Miniature monitors are mounted in front of the wearers eyes. Partial Task Trainer is a kinematic simulator for the Shuttle Remote Manipulator System. The simulator consists of a high end graphics workstation with a high resolution color screen and a number of input peripherals that create a functional equivalent of the RMS control panel in the back of the Orbiter. It is being used in the training cycle for Shuttle crew members. Activities are underway to expand the capability of the Helmet Display System and the Partial Task Trainer.

  3. Advanced helicopter cockpit and control configurations for helicopter combat missions

    NASA Technical Reports Server (NTRS)

    Haworth, Loran A.; Atencio, Adolph, Jr.; Bivens, Courtland; Shively, Robert; Delgado, Daniel

    1987-01-01

    Two piloted simulations were conducted by the U.S. Army Aeroflightdynamics Directorate to evaluate workload and helicopter-handling qualities requirements for single pilot operation in a combat Nap-of-the-Earth environment. The single-pilot advanced cockpit engineering simulation (SPACES) investigations were performed on the NASA Ames Vertical Motion Simulator, using the Advanced Digital Optical Control System control laws and an advanced concepts glass cockpit. The first simulation (SPACES I) compared single pilot to dual crewmember operation for the same flight tasks to determine differences between dual and single ratings, and to discover which control laws enabled adequate single-pilot helicopter operation. The SPACES II simulation concentrated on single-pilot operations and use of control laws thought to be viable candidates for single pilot operations workload. Measures detected significant differences between single-pilot task segments. Control system configurations were task dependent, demonstrating a need for inflight reconfigurable control system to match the optimal control system with the required task.

  4. Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey

    2003-01-01

    The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.

  5. Computer Vision Assisted Virtual Reality Calibration

    NASA Technical Reports Server (NTRS)

    Kim, W.

    1999-01-01

    A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

  6. An Updated Version of the U.S. Air Force Multi-Attribute Task Battery (AF-MATB)

    DTIC Science & Technology

    2014-08-01

    assessing human performance in a controlled multitask environment. The most recent release of AF-MATB contains numerous improvements and additions...Strategic Behavior, MATB, Multitasking , Task Battery, Simulator, Multi-Attribute Task Battery, Automation 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF...performance and multitasking strategy. As a result, a specific Information Throughput (IT) Mode was designed to customize the task to fit the Human

  7. Teaching high-performance skills using above-real-time training

    NASA Technical Reports Server (NTRS)

    Guckenberger, Dutch; Uliano, Kevin C.; Lane, Norman E.

    1993-01-01

    The above real-time training (ARTT) concept is an approach to teaching high-performance skills. ARTT refers to a training paradigm that places the operator in a simulated environment that functions at faster than normal time. It represents a departure from the intuitive, but not often supported, feeling that the best practice is determined by the training environment with the highest fidelity. This approach is hypothesized to provide greater 'transfer value' per simulation trial, by incorporating training techniques and instructional features into the simulator. Two related experiments are discussed. In the first, 25 naive male subjects performed three tank gunnery tasks on a simulator under varying levels of time acceleration (i.e., 1.0x, 1.6x, 2.0x, sequential, and mixed). They were then transferred to a standard (1.0x) condition for testing. Every accelerated condition or combination of conditions produced better training and transfer than the standard condition. Most effective was the presentation of trials at 1.0x, 1.6x, and 2.0x in a random order during training. Overall, the best ARTT group scored about 50 percent higher and trained in 25 percent less time compared to the real-time control group. In the second experiment, 24 mission-capable F-16 pilots performed three tasks on a part-task F-16A flight simulator under varying levels of time compression (i.e., 1.0x, 1.5x, 2.0x, and random). All subjects were then tested in a real-time environment. The emergency procedure (EP) task results showed increased accuracy for the ARTT groups. In testing (transfer), the ARTT groups not only performed the EP more accurately, but dealt with a simultaneous enemy significantly better than a real-time control group. Although the findings on an air combat maneuvering task and stern conversion task were mixed, most measures indicated that the ARTT groups performed better and faster than a real-time control group. Other implications for ARTT are discussed along with future research directions.

  8. Modeling the effects of high-G stress on pilots in a tracking task

    NASA Technical Reports Server (NTRS)

    Korn, J.; Kleinman, D. L.

    1978-01-01

    Air-to-air tracking experiments were conducted at the Aerospace Medical Research Laboratories using both fixed and moving base dynamic environment simulators. The obtained data, which includes longitudinal error of a simulated air-to-air tracking task as well as other auxiliary variables, was analyzed using an ensemble averaging method. In conjunction with these experiments, the optimal control model is applied to model a human operator under high-G stress.

  9. Concurrent Performance of Gunner’s and Robotic Operator’s Tasks in a Simulated Mounted Combat System Environment

    DTIC Science & Technology

    2006-06-01

    Appendix A. Demographic Questionnaire 25 Appendix B. Attentional Control Survey 27 Appendix C. NASA - TLX Questionnaire 29 Appendix D. Simulator...the National Aeronautics and Space Administration task load index ( NASA - TLX ) questionnaire (appendix C) (Hart & Staveland, 1988). The NASA - TLX is a...There were 2-minute breaks between experimental sessions. Participants assessed their workload using the NASA - TLX after they completed each

  10. Condor-COPASI: high-throughput computing for biochemical networks

    PubMed Central

    2012-01-01

    Background Mathematical modelling has become a standard technique to improve our understanding of complex biological systems. As models become larger and more complex, simulations and analyses require increasing amounts of computational power. Clusters of computers in a high-throughput computing environment can help to provide the resources required for computationally expensive model analysis. However, exploiting such a system can be difficult for users without the necessary expertise. Results We present Condor-COPASI, a server-based software tool that integrates COPASI, a biological pathway simulation tool, with Condor, a high-throughput computing environment. Condor-COPASI provides a web-based interface, which makes it extremely easy for a user to run a number of model simulation and analysis tasks in parallel. Tasks are transparently split into smaller parts, and submitted for execution on a Condor pool. Result output is presented to the user in a number of formats, including tables and interactive graphical displays. Conclusions Condor-COPASI can effectively use a Condor high-throughput computing environment to provide significant gains in performance for a number of model simulation and analysis tasks. Condor-COPASI is free, open source software, released under the Artistic License 2.0, and is suitable for use by any institution with access to a Condor pool. Source code is freely available for download at http://code.google.com/p/condor-copasi/, along with full instructions on deployment and usage. PMID:22834945

  11. Robot, computer problem solving system

    NASA Technical Reports Server (NTRS)

    Becker, J. D.

    1972-01-01

    The development of a computer problem solving system is reported that considers physical problems faced by an artificial robot moving around in a complex environment. Fundamental interaction constraints with a real environment are simulated for the robot by visual scan and creation of an internal environmental model. The programming system used in constructing the problem solving system for the simulated robot and its simulated world environment is outlined together with the task that the system is capable of performing. A very general framework for understanding the relationship between an observed behavior and an adequate description of that behavior is included.

  12. A haptic interface for virtual simulation of endoscopic surgery.

    PubMed

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  13. Spacecraft VHF Radio Propagation Analysis in Ocean Environments Including Atmospheric Effects

    NASA Technical Reports Server (NTRS)

    Hwu, Shian; Moreno, Gerardo; Desilva, Kanishka; Jih, CIndy

    2010-01-01

    The Communication Systems Simulation Laboratory (CSSL) at the National Aeronautics and Space Administration (NASA)/Johnson Space Center (JSC) is tasked to perform spacecraft and ground network communication system simulations. The CSSL has developed simulation tools that model spacecraft communication systems and the space/ground environment in which they operate. This paper is to analyze a spacecraft's very high frequency (VHF) radio signal propagation and the impact to performance when landing in an ocean. Very little research work has been done for VHF radio systems in a maritime environment. Rigorous Radio Frequency (RF) modeling/simulation techniques were employed for various environmental effects. The simulation results illustrate the significance of the environmental effects on the VHF radio system performance.

  14. Design and Task Analysis for a Game-Based Shiphandling Simulator Using an Open Source Game Engine (DELTA3D)

    DTIC Science & Technology

    2011-09-01

    Anthony Ciavarelli Second Reader: Roberto de Beauclair THIS PAGE INTENTIONALLY LEFT BLANK i...Ciavarelli Thesis Co-Advisor Roberto de Beauclair Second Reader Mathias Kolsch Chair, Modeling, Virtual Environments, and Simulation

  15. A graphical workstation based part-task flight simulator for preliminary rapid evaluation of advanced displays

    NASA Technical Reports Server (NTRS)

    Wanke, Craig; Kuchar, James; Hahn, Edward; Pritchett, Amy; Hansman, R. J.

    1992-01-01

    Advances in avionics and display technology are significantly changing the cockpit environment in current transport aircraft. The MIT Aeronautical Systems Lab (ASL) has developed a part-task flight simulator specifically to study the effects of these new technologies on flight crew situational awareness and performance. The simulator is based on a commercially-available graphics workstation, and can be rapidly reconfigured to meet the varying demands of experimental studies. The simulator has been successfully used to evaluate graphical microburst alerting displays, electronic instrument approach plates, terrain awareness and alerting displays, and ATC routing amendment delivery through digital datalinks.

  16. Coordinating teams of autonomous vehicles: an architectural perspective

    NASA Astrophysics Data System (ADS)

    Czichon, Cary; Peterson, Robert W.; Mettala, Erik G.; Vondrak, Ivo

    2005-05-01

    In defense-related robotics research, a mission level integration gap exists between mission tasks (tactical) performed by ground, sea, or air applications and elementary behaviors enacted by processing, communications, sensors, and weaponry resources (platform specific). The gap spans ensemble (heterogeneous team) behaviors, automatic MOE/MOP tracking, and tactical task modeling/simulation for virtual and mixed teams comprised of robotic and human combatants. This study surveys robotic system architectures, compares approaches for navigating problem/state spaces by autonomous systems, describes an architecture for an integrated, repository-based modeling, simulation, and execution environment, and outlines a multi-tiered scheme for robotic behavior components that is agent-based, platform-independent, and extendable via plug-ins. Tools for this integrated environment, along with a distributed agent framework for collaborative task performance are being developed by a U.S. Army funded SBIR project (RDECOM Contract N61339-04-C-0005).

  17. Multi-Instance Learning Models for Automated Support of Analysts in Simulated Surveillance Environments

    NASA Technical Reports Server (NTRS)

    Birisan, Mihnea; Beling, Peter

    2011-01-01

    New generations of surveillance drones are being outfitted with numerous high definition cameras. The rapid proliferation of fielded sensors and supporting capacity for processing and displaying data will translate into ever more capable platforms, but with increased capability comes increased complexity and scale that may diminish the usefulness of such platforms to human operators. We investigate methods for alleviating strain on analysts by automatically retrieving content specific to their current task using a machine learning technique known as Multi-Instance Learning (MIL). We use MIL to create a real time model of the analysts' task and subsequently use the model to dynamically retrieve relevant content. This paper presents results from a pilot experiment in which a computer agent is assigned analyst tasks such as identifying caravanning vehicles in a simulated vehicle traffic environment. We compare agent performance between MIL aided trials and unaided trials.

  18. A Conceptual Framework for Assessing Performance in Games and Simulations. CRESST Report 771

    ERIC Educational Resources Information Center

    Koenig, Alan D.; Lee, John J.; Iseli, Markus; Wainess, Richard

    2010-01-01

    The military's need for high-fidelity games and simulations is substantial, as these environments can be valuable for demonstration of essential knowledge, skills, and abilities required in complex tasks. However assessing performance in these settings can be difficult--particularly in non-linear simulations where more than one pathway to success…

  19. Software for Secondary-School Learning About Robotics

    NASA Technical Reports Server (NTRS)

    Shelton, Robert O.; Smith, Stephanie L.; Truong, Dat; Hodgson, Terry R.

    2005-01-01

    The ROVer Ranch is an interactive computer program designed to help secondary-school students learn about space-program robotics and related basic scientific concepts by involving the students in simplified design and programming tasks that exercise skills in mathematics and science. The tasks involve building simulated robots and then observing how they behave. The program furnishes (1) programming tools that a student can use to assemble and program a simulated robot and (2) a virtual three-dimensional mission simulator for testing the robot. First, the ROVer Ranch presents fundamental information about robotics, mission goals, and facts about the mission environment. On the basis of this information, and using the aforementioned tools, the student assembles a robot by selecting parts from such subsystems as propulsion, navigation, and scientific tools, the student builds a simulated robot to accomplish its mission. Once the robot is built, it is programmed and then placed in a three-dimensional simulated environment. Success or failure in the simulation depends on the planning and design of the robot. Data and results of the mission are available in a summary log once the mission is concluded.

  20. Towards photorealistic and immersive virtual-reality environments for simulated prosthetic vision: integrating recent breakthroughs in consumer hardware and software.

    PubMed

    Zapf, Marc P; Matteucci, Paul B; Lovell, Nigel H; Zheng, Steven; Suaning, Gregg J

    2014-01-01

    Simulated prosthetic vision (SPV) in normally sighted subjects is an established way of investigating the prospective efficacy of visual prosthesis designs in visually guided tasks such as mobility. To perform meaningful SPV mobility studies in computer-based environments, a credible representation of both the virtual scene to navigate and the experienced artificial vision has to be established. It is therefore prudent to make optimal use of existing hardware and software solutions when establishing a testing framework. The authors aimed at improving the realism and immersion of SPV by integrating state-of-the-art yet low-cost consumer technology. The feasibility of body motion tracking to control movement in photo-realistic virtual environments was evaluated in a pilot study. Five subjects were recruited and performed an obstacle avoidance and wayfinding task using either keyboard and mouse, gamepad or Kinect motion tracking. Walking speed and collisions were analyzed as basic measures for task performance. Kinect motion tracking resulted in lower performance as compared to classical input methods, yet results were more uniform across vision conditions. The chosen framework was successfully applied in a basic virtual task and is suited to realistically simulate real-world scenes under SPV in mobility research. Classical input peripherals remain a feasible and effective way of controlling the virtual movement. Motion tracking, despite its limitations and early state of implementation, is intuitive and can eliminate between-subject differences due to familiarity to established input methods.

  1. First validation of the PASSPORT training environment for arthroscopic skills.

    PubMed

    Tuijthof, Gabriëlle J M; van Sterkenburg, Maayke N; Sierevelt, Inger N; van Oldenrijk, Jakob; Van Dijk, C Niek; Kerkhoffs, Gino M M J

    2010-02-01

    The demand for high quality care is in contrast to reduced training time for residents to develop arthroscopic skills. Thereto, simulators are introduced to train skills away from the operating room. In our clinic, a physical simulation environment to Practice Arthroscopic Surgical Skills for Perfect Operative Real-life Treatment (PASSPORT) is being developed. The PASSPORT concept consists of maintaining the normal arthroscopic equipment, replacing the human knee joint by a phantom, and integrating registration devices to provide performance feedback. The first prototype of the knee phantom allows inspection, treatment of menisci, irrigation, and limb stressing. PASSPORT was evaluated for face and construct validity. Construct validity was assessed by measuring the performance of two groups with different levels of arthroscopic experience (20 surgeons and 8 residents). Participants performed a navigation task five times on PASSPORT. Task times were recorded. Face validity was assessed by completion of a short questionnaire on the participants' impressions and comments for improvements. Construct validity was demonstrated as the surgeons (median task time 19.7 s [8.0-37.6]) were more efficient than the residents (55.2 s [27.9-96.6]) in task completion for each repetition (Mann-Whitney U test, P < 0.05). The prototype of the knee phantom sufficiently imitated limb outer appearance (79%), portal resistance (82%), and arthroscopic view (81%). Improvements are required for the stressing device and the material of cruciate ligaments. Our physical simulation environment (PASSPORT) demonstrates its potential to evolve as a training modality. In future, automated performance feedback is aimed for.

  2. Research on air and missile defense task allocation based on extended contract net protocol

    NASA Astrophysics Data System (ADS)

    Zhang, Yunzhi; Wang, Gang

    2017-10-01

    Based on the background of air and missile defense distributed element corporative engagement, the interception task allocation problem of multiple weapon units with multiple targets under network condition is analyzed. Firstly, a mathematical model of task allocation is established by combat task decomposition. Secondly, the initialization assignment based on auction contract and the adjustment allocation scheme based on swap contract were introduced to the task allocation. Finally, through the simulation calculation of typical situation, the model can be used to solve the task allocation problem in complex combat environment.

  3. Transferring from the Simulator to a Live Robotic Environment: The Effectiveness of Part-Task and Whole-Task Training

    DTIC Science & Technology

    2013-10-01

    individual differences in abilities (spatial skills), related experience ( videogame experience), or demographic variables (age or gender) impact training or...demographic questionnaire collected basic information from each participant such as age, gender, education, and videogame experience. The Santa Barbara

  4. Application of Coalition Battle Management Language (C-BML) and C-BML Services to Live, Virtual, and Constructive (LVC) Simulation Environments

    DTIC Science & Technology

    2011-12-01

    Task Based Approach to Planning.” Paper 08F- SIW -033. In Proceed- ings of the Fall Simulation Interoperability Workshop. Simulation Interoperability...Paper 06F- SIW -003. In Proceed- 2597 Blais ings of the Fall Simulation Interoperability Workshop. Simulation Interoperability Standards Organi...MSDL).” Paper 10S- SIW -003. In Proceedings of the Spring Simulation Interoperability Workshop. Simulation Interoperability Standards Organization

  5. NASA Virtual Glovebox (VBX): Emerging Simulation Technology for Space Station Experiment Design, Development, Training and Troubleshooting

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard

    2003-01-01

    The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.

  6. NEEMO 14: Evaluation of Human Performance for Rover, Cargo Lander, Crew Lander, and Exploration Tasks in Simulated Partial Gravity

    NASA Technical Reports Server (NTRS)

    Chappell, Steven P.; Abercromby, Andrew F.; Gernhardt, Michael L.

    2011-01-01

    The ultimate success of future human space exploration missions is dependent on the ability to perform extravehicular activity (EVA) tasks effectively, efficiently, and safely, whether those tasks represent a nominal mode of operation or a contingency capability. To optimize EVA systems for the best human performance, it is critical to study the effects of varying key factors such as suit center of gravity (CG), suit mass, and gravity level. During the 2-week NASA Extreme Environment Mission Operations (NEEMO) 14 mission, four crewmembers performed a series of EVA tasks under different simulated EVA suit configurations and used full-scale mockups of a Space Exploration Vehicle (SEV) rover and lander. NEEMO is an underwater spaceflight analog that allows a true mission-like operational environment and uses buoyancy effects and added weight to simulate different gravity levels. Quantitative and qualitative data collected during NEEMO 14, as well as from spacesuit tests in parabolic flight and with overhead suspension, are being used to directly inform ongoing hardware and operations concept development of the SEV, exploration EVA systems, and future EVA suits. OBJECTIVE: To compare human performance across different weight and CG configurations. METHODS: Four subjects were weighed out to simulate reduced gravity and wore either a specially designed rig to allow adjustment of CG or a PLSS mockup. Subjects completed tasks including level ambulation, incline/decline ambulation, standing from the kneeling and prone position, picking up objects, shoveling, ladder climbing, incapacitated crewmember handling, and small and large payload transfer. Subjective compensation, exertion, task acceptability, and duration data as well as photo and video were collected. RESULTS: There appear to be interactions between CG, weight, and task. CGs nearest the subject s natural CG are the most predictable in terms of acceptable performance across tasks. Future research should focus on understanding the interactions between CG, mass, and subject differences.

  7. CAMS as a tool for human factors research in spaceflight

    NASA Astrophysics Data System (ADS)

    Sauer, Juergen

    2004-01-01

    The paper reviews a number of research studies that were carried out with a PC-based task environment called Cabin Air Management System (CAMS) simulating the operation of a spacecraft's life support system. As CAMS was a multiple task environment, it allowed the measurement of performance at different levels. Four task components of different priority were embedded in the task environment: diagnosis and repair of system faults, maintaining atmospheric parameters in a safe state, acknowledgement of system alarms (reaction time), and keeping a record of critical system resources (prospective memory). Furthermore, the task environment permitted the examination of different task management strategies and changes in crew member state (fatigue, anxiety, mental effort). A major goal of the research programme was to examine how crew members adapted to various forms of sub-optimal working conditions, such as isolation and confinement, sleep deprivation and noise. None of the studies provided evidence for decrements in primary task performance. However, the results showed a number of adaptive responses of crew members to adjust to the different sub-optimal working conditions. There was evidence for adjustments in information sampling strategies (usually reductions in sampling frequency) as a result of unfavourable working conditions. The results also showed selected decrements in secondary task performance. Prospective memory seemed to be somewhat more vulnerable to sub-optimal working conditions than performance on the reaction time task. Finally, suggestions are made for future research with the CAMS environment.

  8. Powered wheelchair simulator development: implementing combined navigation-reaching tasks with a 3D hand motion controller.

    PubMed

    Tao, Gordon; Archambault, Philippe S

    2016-01-19

    Powered wheelchair (PW) training involving combined navigation and reaching is often limited or unfeasible. Virtual reality (VR) simulators offer a feasible alternative for rehabilitation training either at home or in a clinical setting. This study evaluated a low-cost magnetic-based hand motion controller as an interface for reaching tasks within the McGill Immersive Wheelchair (miWe) simulator. Twelve experienced PW users performed three navigation-reaching tasks in the real world (RW) and in VR: working at a desk, using an elevator, and opening a door. The sense of presence in VR was assessed using the iGroup Presence Questionnaire (IPQ). We determined concordance of task performance in VR with that in the RW. A video task analysis was performed to analyse task behaviours. Compared to previous miWe data, IPQ scores were greater in the involvement domain (p < 0.05). Task analysis showed most of navigation and reaching behaviours as having moderate to excellent (K > 0.4, Cohen's Kappa) agreement between the two environments, but greater (p < 0.05) risk of collisions and reaching errors in VR. VR performance demonstrated longer (p < 0.05) task times and more discreet movements for the elevator and desk tasks but not the door task. Task performance showed poorer kinematic performance in VR than RW but similar strategies. Therefore, the reaching component represents a promising addition to the miWe training simulator, though some limitations must be addressed in future development.

  9. Human task animation from performance models and natural language input

    NASA Technical Reports Server (NTRS)

    Esakov, Jeffrey; Badler, Norman I.; Jung, Moon

    1989-01-01

    Graphical manipulation of human figures is essential for certain types of human factors analyses such as reach, clearance, fit, and view. In many situations, however, the animation of simulated people performing various tasks may be based on more complicated functions involving multiple simultaneous reaches, critical timing, resource availability, and human performance capabilities. One rather effective means for creating such a simulation is through a natural language description of the tasks to be carried out. Given an anthropometrically-sized figure and a geometric workplace environment, various simple actions such as reach, turn, and view can be effectively controlled from language commands or standard NASA checklist procedures. The commands may also be generated by external simulation tools. Task timing is determined from actual performance models, if available, such as strength models or Fitts' Law. The resulting action specification are animated on a Silicon Graphics Iris workstation in real-time.

  10. Subjective scaling of mental workload in a multi-task environment

    NASA Technical Reports Server (NTRS)

    Daryanian, B.

    1982-01-01

    Those factors in a multi-task environment that contribute to the operators' "sense" of mental workload were identified. The subjective judgment as conscious experience of mental effort was decided to be the appropriate method of measurement. Thurstone's law of comparative judgment was employed in order to construct interval scales of subjective mental workload from paired comparisons data. An experimental paradigm (Simulated Multi-Task Decision-Making Environment) was employed to represent the ideal experimentally controlled environment in which human operators were asked to "attend" to different cases of Tulga's decision making tasks. Through various statistical analyses it was found that, in general, a lower number of tasks-to-be-processed per unit time (a condition associated with longer interarrival times), results in a lower mental workload, a higher consistency of judgments within a subject, a higher degree of agreement among the subjects, and larger distances between the cases on the Thurstone scale of subjective mental workload. The effects of various control variables and their interactions, and the different characteristics of the subjects on the variation of subjective mental workload are demonstrated.

  11. Software systems for modeling articulated figures

    NASA Technical Reports Server (NTRS)

    Phillips, Cary B.

    1989-01-01

    Research in computer animation and simulation of human task performance requires sophisticated geometric modeling and user interface tools. The software for a research environment should present the programmer with a powerful but flexible substrate of facilities for displaying and manipulating geometric objects, yet insure that future tools have a consistent and friendly user interface. Jack is a system which provides a flexible and extensible programmer and user interface for displaying and manipulating complex geometric figures, particularly human figures in a 3D working environment. It is a basic software framework for high-performance Silicon Graphics IRIS workstations for modeling and manipulating geometric objects in a general but powerful way. It provides a consistent and user-friendly interface across various applications in computer animation and simulation of human task performance. Currently, Jack provides input and control for applications including lighting specification and image rendering, anthropometric modeling, figure positioning, inverse kinematics, dynamic simulation, and keyframe animation.

  12. Flight Hour Reductions in Fleet Replacement Pilot Training through Simulation.

    ERIC Educational Resources Information Center

    Smode, Alfred F.

    A project was undertaken to integrate the 2F87F operational flight trainer into the program for training replacement patrol plane pilots. The objectives were to determine the potential of the simulator as a substitute environment for learning aircraft tasks and to effectively utilize the simulator in pilot training. The students involved in the…

  13. Virtual Reality Calibration for Telerobotic Servicing

    NASA Technical Reports Server (NTRS)

    Kim, W.

    1994-01-01

    A virtual reality calibration technique of matching a virtual environment of simulated graphics models in 3-D geometry and perspective with actual camera views of the remote site task environment has been developed to enable high-fidelity preview/predictive displays with calibrated graphics overlay on live video.

  14. SpikingLab: modelling agents controlled by Spiking Neural Networks in Netlogo.

    PubMed

    Jimenez-Romero, Cristian; Johnson, Jeffrey

    2017-01-01

    The scientific interest attracted by Spiking Neural Networks (SNN) has lead to the development of tools for the simulation and study of neuronal dynamics ranging from phenomenological models to the more sophisticated and biologically accurate Hodgkin-and-Huxley-based and multi-compartmental models. However, despite the multiple features offered by neural modelling tools, their integration with environments for the simulation of robots and agents can be challenging and time consuming. The implementation of artificial neural circuits to control robots generally involves the following tasks: (1) understanding the simulation tools, (2) creating the neural circuit in the neural simulator, (3) linking the simulated neural circuit with the environment of the agent and (4) programming the appropriate interface in the robot or agent to use the neural controller. The accomplishment of the above-mentioned tasks can be challenging, especially for undergraduate students or novice researchers. This paper presents an alternative tool which facilitates the simulation of simple SNN circuits using the multi-agent simulation and the programming environment Netlogo (educational software that simplifies the study and experimentation of complex systems). The engine proposed and implemented in Netlogo for the simulation of a functional model of SNN is a simplification of integrate and fire (I&F) models. The characteristics of the engine (including neuronal dynamics, STDP learning and synaptic delay) are demonstrated through the implementation of an agent representing an artificial insect controlled by a simple neural circuit. The setup of the experiment and its outcomes are described in this work.

  15. Dr.LiTHO: a development and research lithography simulator

    NASA Astrophysics Data System (ADS)

    Fühner, Tim; Schnattinger, Thomas; Ardelean, Gheorghe; Erdmann, Andreas

    2007-03-01

    This paper introduces Dr.LiTHO, a research and development oriented lithography simulation environment developed at Fraunhofer IISB to flexibly integrate our simulation models into one coherent platform. We propose a light-weight approach to a lithography simulation environment: The use of a scripting (batch) language as an integration platform. Out of the great variety of different scripting languages, Python proved superior in many ways: It exhibits a good-natured learning-curve, it is efficient, available on virtually any platform, and provides sophisticated integration mechanisms for existing programs. In this paper, we will describe the steps, required to provide Python bindings for existing programs and to finally generate an integrated simulation environment. In addition, we will give a short introduction into selected software design demands associated with the development of such a framework. We will especially focus on testing and (both technical and user-oriented) documentation issues. Dr.LiTHO Python files contain not only all simulation parameter settings but also the simulation flow, providing maximum flexibility. In addition to relatively simple batch jobs, repetitive tasks can be pooled in libraries. And as Python is a full-blown programming language, users can add virtually any functionality, which is especially useful in the scope of simulation studies or optimization tasks, that often require masses of evaluations. Furthermore, we will give a short overview of the numerous existing Python packages. Several examples demonstrate the feasibility and productiveness of integrating Python packages into custom Dr.LiTHO scripts.

  16. Modeling Simple Driving Tasks with a One-Boundary Diffusion Model

    PubMed Central

    Ratcliff, Roger; Strayer, David

    2014-01-01

    A one-boundary diffusion model was applied to the data from two experiments in which subjects were performing a simple simulated driving task. In the first experiment, the same subjects were tested on two driving tasks using a PC-based driving simulator and the psychomotor vigilance test (PVT). The diffusion model fit the response time (RT) distributions for each task and individual subject well. Model parameters were found to correlate across tasks which suggests common component processes were being tapped in the three tasks. The model was also fit to a distracted driving experiment of Cooper and Strayer (2008). Results showed that distraction altered performance by affecting the rate of evidence accumulation (drift rate) and/or increasing the boundary settings. This provides an interpretation of cognitive distraction whereby conversing on a cell phone diverts attention from the normal accumulation of information in the driving environment. PMID:24297620

  17. Heart Rate Response During Mission-Critical Tasks After Space Flight

    NASA Technical Reports Server (NTRS)

    Arzeno, Natalia M.; Lee, S. M. C.; Stenger, M. B.; Lawrence, E. L.; Platts, S. H.; Bloomberg, J. J.

    2010-01-01

    Adaptation to microgravity could impair crewmembers? ability to perform required tasks upon entry into a gravity environment, such as return to Earth, or during extraterrestrial exploration. Historically, data have been collected in a controlled testing environment, but it is unclear whether these physiologic measures result in changes in functional performance. NASA?s Functional Task Test (FTT) aims to investigate whether adaptation to microgravity increases physiologic stress and impairs performance during mission-critical tasks. PURPOSE: To determine whether the well-accepted postflight tachycardia observed during standard laboratory tests also would be observed during simulations of mission-critical tasks during and after recovery from short-duration spaceflight. METHODS: Five astronauts participated in the FTT 30 days before launch, on landing day, and 1, 6, and 30 days after landing. Mean heart rate (HR) was measured during 5 simulations of mission-critical tasks: rising from (1) a chair or (2) recumbent seated position followed by walking through an obstacle course (egress from a space vehicle), (3) translating graduated masses from one location to another (geological sample collection), (4) walking on a treadmill at 6.4 km/h (ambulation on planetary surface), and (5) climbing 40 steps on a passive treadmill ladder (ingress to lander). For tasks 1, 2, 3, and 5, astronauts were encouraged to complete the task as quickly as possible. Time to complete tasks and mean HR during each task were analyzed using repeated measures ANOVA and ANCOVA respectively, in which task duration was a covariate. RESULTS: Landing day HR was higher (P < 0.05) than preflight during the upright seat egress (7%+/-3), treadmill walk (13%+/-3) and ladder climb (10%+/-4), and HR remained elevated during the treadmill walk 1 day after landing. During tasks in which HR was not elevated on landing day, task duration was significantly greater on landing day (recumbent seat egress: 25%+/-14 and mass translation: 26%+/-12; P < 0.05). CONCLUSION: Elevated HR and increased task duration during postflight simulations of mission-critical tasks is suggestive of spaceflight-induced deconditioning. Following short-duration microgravity missions (< 16 d), work performance may be transiently impaired, but recovery is rapid.

  18. Teaching Tip: Development of Veterinary Anesthesia Simulations for Pre-Clinical Training: Design, Implementation, and Evaluation Based on Student Perspectives.

    PubMed

    Jones, Jana L; Rinehart, Jim; Spiegel, Jacqueline Jordan; Englar, Ryane E; Sidaway, Brian K; Rowles, Joie

    2018-01-01

    Anesthesia simulations have been used in pre-clinical medical training for decades to help learners gain confidence and expertise in an operating room environment without danger to a live patient. The authors describe a veterinary anesthesia simulation environment (VASE) with anesthesia scenarios developed to provide a re-creation of a veterinarian's task environment while performing anesthesia. The VASE uses advanced computer technology with simulator inputs provided from standard monitoring equipment in common use during veterinary anesthesia and a commercial canine training mannequin that allows intubation, ventilation, and venous access. The simulation outputs are determined by a script that outlines routine anesthesia scenarios and describes the consequences of students' hands-on actions and interventions during preestablished anesthetic tasks and critical incidents. Patients' monitored physiologic parameters may be changed according to predetermined learner events and students' interventions to provide immediate learner feedback and clinical realism. A total of 96 students from the pre-clinical anesthesia course participated in the simulations and the pre- and post-simulation surveys evaluating students' perspectives. Results of the surveys and comparisons of overall categorical cumulative responses in the pre- and post-simulation surveys indicated improvement in learners' perceived preparedness and confidence as a result of the simulated anesthesia experience, with significant improvement in the strongly agree, moderately agree, and agree categories (p<.05 at a 95% CI). These results suggest that anesthesia simulations in the VASE may complement traditional teaching methods through experiential learning and may help foster classroom-to-clinic transference of knowledge and skills without harm to an animal.

  19. Using cognitive architectures to study issues in team cognition in a complex task environment

    NASA Astrophysics Data System (ADS)

    Smart, Paul R.; Sycara, Katia; Tang, Yuqing

    2014-05-01

    Cognitive social simulation is a computer simulation technique that aims to improve our understanding of the dynamics of socially-situated and socially-distributed cognition. This makes cognitive social simulation techniques particularly appealing as a means to undertake experiments into team cognition. The current paper reports on the results of an ongoing effort to develop a cognitive social simulation capability that can be used to undertake studies into team cognition using the ACT-R cognitive architecture. This capability is intended to support simulation experiments using a team-based problem solving task, which has been used to explore the effect of different organizational environments on collective problem solving performance. The functionality of the ACT-R-based cognitive social simulation capability is presented and a number of areas of future development work are outlined. The paper also describes the motivation for adopting cognitive architectures in the context of social simulation experiments and presents a number of research areas where cognitive social simulation may be useful in developing a better understanding of the dynamics of team cognition. These include the use of cognitive social simulation to study the role of cognitive processes in determining aspects of communicative behavior, as well as the impact of communicative behavior on the shaping of task-relevant cognitive processes (e.g., the social shaping of individual and collective memory as a result of communicative exchanges). We suggest that the ability to perform cognitive social simulation experiments in these areas will help to elucidate some of the complex interactions that exist between cognitive, social, technological and informational factors in the context of team-based problem-solving activities.

  20. A general-purpose development environment for intelligent computer-aided training systems

    NASA Technical Reports Server (NTRS)

    Savely, Robert T.

    1990-01-01

    Space station training will be a major task, requiring the creation of large numbers of simulation-based training systems for crew, flight controllers, and ground-based support personnel. Given the long duration of space station missions and the large number of activities supported by the space station, the extension of space shuttle training methods to space station training may prove to be impractical. The application of artificial intelligence technology to simulation training can provide the ability to deliver individualized training to large numbers of personnel in a distributed workstation environment. The principal objective of this project is the creation of a software development environment which can be used to build intelligent training systems for procedural tasks associated with the operation of the space station. Current NASA Johnson Space Center projects and joint projects with other NASA operational centers will result in specific training systems for existing space shuttle crew, ground support personnel, and flight controller tasks. Concurrently with the creation of these systems, a general-purpose development environment for intelligent computer-aided training systems will be built. Such an environment would permit the rapid production, delivery, and evolution of training systems for space station crew, flight controllers, and other support personnel. The widespread use of such systems will serve to preserve task and training expertise, support the training of many personnel in a distributed manner, and ensure the uniformity and verifiability of training experiences. As a result, significant reductions in training costs can be realized while safety and the probability of mission success can be enhanced.

  1. Assessing the Ability of a VR-Based Assembly Task Simulation to Evaluate Physical Risk Factors.

    PubMed

    Pontonnier, Charles; Samani, Afshin; Badawi, Marwan; Madeleine, Pascal; Dumont, Georges

    2014-05-01

    Nowadays the process of workstation design tends to include assessment steps in a virtual environment (VE) to evaluate the ergonomic features. These approaches are cost-effective and convenient since working directly on the digital mock-up in a VE is preferable to constructing a real physical mock-up in a real environment (RE). This study aimed at understanding the ability of a VR-based assembly tasks simulator to evaluate physical risk factors in ergonomics. Sixteen subjects performed simplified assembly tasks in RE and VE. Motion of the upper body and five muscle electromyographic activities were recorded to compute normalized and averaged objective indicators of discomfort, that is, rapid upper limb assessment score, averaged muscle activations, and total task time. Rated perceived exertion (RPE) and a questionnaire were used as subjective indicators of discomfort. The timing regime and complexity of the assembly tasks were investigated as within-subject factors. The results revealed significant differences between measured indicators in RE and VE. While objective measures indicated lower activity and exposure in VE, the subjects experienced more discomfort than in RE. Fairly good correlation levels were found between RE and VE for six of the objective indicators. This study clearly demonstrates that ergonomic studies of assembly tasks using VR are still challenging. Indeed, objective and subjective measurements of discomfort that are usually used in ergonomics to minimize the risks of work-related musculoskeletal disorders development exhibit opposite trends in RE and VE. Nevertheless, the high level of correlation found during this study indicates that the VR-based simulator can be used for such assessments.

  2. Simulation of a Real-Time Brain Computer Interface for Detecting a Self-Paced Hitting Task.

    PubMed

    Hammad, Sofyan H; Kamavuako, Ernest N; Farina, Dario; Jensen, Winnie

    2016-12-01

    An invasive brain-computer interface (BCI) is a promising neurorehabilitation device for severely disabled patients. Although some systems have been shown to work well in restricted laboratory settings, their utility must be tested in less controlled, real-time environments. Our objective was to investigate whether a specific motor task could be reliably detected from multiunit intracortical signals from freely moving animals in a simulated, real-time setting. Intracortical signals were first obtained from electrodes placed in the primary motor cortex of four rats that were trained to hit a retractable paddle (defined as a "Hit"). In the simulated real-time setting, the signal-to-noise-ratio was first increased by wavelet denoising. Action potentials were detected, and features were extracted (spike count, mean absolute values, entropy, and combination of these features) within pre-defined time windows (200 ms, 300 ms, and 400 ms) to classify the occurrence of a "Hit." We found higher detection accuracy of a "Hit" (73.1%, 73.4%, and 67.9% for the three window sizes, respectively) when the decision was made based on a combination of features rather than on a single feature. However, the duration of the window length was not statistically significant (p = 0.5). Our results showed the feasibility of detecting a motor task in real time in a less restricted environment compared to environments commonly applied within invasive BCI research, and they showed the feasibility of using information extracted from multiunit recordings, thereby avoiding the time-consuming and complex task of extracting and sorting single units. © 2016 International Neuromodulation Society.

  3. Navigation performance in virtual environments varies with fractal dimension of landscape.

    PubMed

    Juliani, Arthur W; Bies, Alexander J; Boydston, Cooper R; Taylor, Richard P; Sereno, Margaret E

    2016-09-01

    Fractal geometry has been used to describe natural and built environments, but has yet to be studied in navigational research. In order to establish a relationship between the fractal dimension (D) of a natural environment and humans' ability to navigate such spaces, we conducted two experiments using virtual environments that simulate the fractal properties of nature. In Experiment 1, participants completed a goal-driven search task either with or without a map in landscapes that varied in D. In Experiment 2, participants completed a map-reading and location-judgment task in separate sets of fractal landscapes. In both experiments, task performance was highest at the low-to-mid range of D, which was previously reported as most preferred and discriminable in studies of fractal aesthetics and discrimination, respectively, supporting a theory of visual fluency. The applicability of these findings to architecture, urban planning, and the general design of constructed spaces is discussed.

  4. Hybrid Symbiotic Organisms Search Optimization Algorithm for Scheduling of Tasks on Cloud Computing Environment.

    PubMed

    Abdullahi, Mohammed; Ngadi, Md Asri

    2016-01-01

    Cloud computing has attracted significant attention from research community because of rapid migration rate of Information Technology services to its domain. Advances in virtualization technology has made cloud computing very popular as a result of easier deployment of application services. Tasks are submitted to cloud datacenters to be processed on pay as you go fashion. Task scheduling is one the significant research challenges in cloud computing environment. The current formulation of task scheduling problems has been shown to be NP-complete, hence finding the exact solution especially for large problem sizes is intractable. The heterogeneous and dynamic feature of cloud resources makes optimum task scheduling non-trivial. Therefore, efficient task scheduling algorithms are required for optimum resource utilization. Symbiotic Organisms Search (SOS) has been shown to perform competitively with Particle Swarm Optimization (PSO). The aim of this study is to optimize task scheduling in cloud computing environment based on a proposed Simulated Annealing (SA) based SOS (SASOS) in order to improve the convergence rate and quality of solution of SOS. The SOS algorithm has a strong global exploration capability and uses fewer parameters. The systematic reasoning ability of SA is employed to find better solutions on local solution regions, hence, adding exploration ability to SOS. Also, a fitness function is proposed which takes into account the utilization level of virtual machines (VMs) which reduced makespan and degree of imbalance among VMs. CloudSim toolkit was used to evaluate the efficiency of the proposed method using both synthetic and standard workload. Results of simulation showed that hybrid SOS performs better than SOS in terms of convergence speed, response time, degree of imbalance, and makespan.

  5. Hybrid Symbiotic Organisms Search Optimization Algorithm for Scheduling of Tasks on Cloud Computing Environment

    PubMed Central

    Abdullahi, Mohammed; Ngadi, Md Asri

    2016-01-01

    Cloud computing has attracted significant attention from research community because of rapid migration rate of Information Technology services to its domain. Advances in virtualization technology has made cloud computing very popular as a result of easier deployment of application services. Tasks are submitted to cloud datacenters to be processed on pay as you go fashion. Task scheduling is one the significant research challenges in cloud computing environment. The current formulation of task scheduling problems has been shown to be NP-complete, hence finding the exact solution especially for large problem sizes is intractable. The heterogeneous and dynamic feature of cloud resources makes optimum task scheduling non-trivial. Therefore, efficient task scheduling algorithms are required for optimum resource utilization. Symbiotic Organisms Search (SOS) has been shown to perform competitively with Particle Swarm Optimization (PSO). The aim of this study is to optimize task scheduling in cloud computing environment based on a proposed Simulated Annealing (SA) based SOS (SASOS) in order to improve the convergence rate and quality of solution of SOS. The SOS algorithm has a strong global exploration capability and uses fewer parameters. The systematic reasoning ability of SA is employed to find better solutions on local solution regions, hence, adding exploration ability to SOS. Also, a fitness function is proposed which takes into account the utilization level of virtual machines (VMs) which reduced makespan and degree of imbalance among VMs. CloudSim toolkit was used to evaluate the efficiency of the proposed method using both synthetic and standard workload. Results of simulation showed that hybrid SOS performs better than SOS in terms of convergence speed, response time, degree of imbalance, and makespan. PMID:27348127

  6. Assessing Pedagogical Balance in a Simulated Classroom Environment

    ERIC Educational Resources Information Center

    Knezek, Gerald; Hopper, Susan B.; Christensen, Rhonda; Tyler-Wood, Tandra; Gibson, David C.

    2015-01-01

    simSchool, an online simulator that has been used to enhance teacher preparation since 2003, models different types of students and provides virtual practice sessions for teachers to assign tasks and interact with students. In this article the authors (a) examine changes in preservice teacher perceptions of teaching confidence and teaching…

  7. Simulating optoelectronic systems for remote sensing with SENSOR

    NASA Astrophysics Data System (ADS)

    Boerner, Anko

    2003-04-01

    The consistent end-to-end simulation of airborne and spaceborne remote sensing systems is an important task and sometimes the only way for the adaptation and optimization of a sensor and its observation conditions, the choice and test of algorithms for data processing, error estimation and the evaluation of the capabilities of the whole sensor system. The presented software simulator SENSOR (Software ENvironment for the Simulation of Optical Remote sensing systems) includes a full model of the sensor hardware, the observed scene, and the atmosphere in between. It allows the simulation of a wide range of optoelectronic systems for remote sensing. The simulator consists of three parts. The first part describes the geometrical relations between scene, sun, and the remote sensing system using a ray tracing algorithm. The second part of the simulation environment considers the radiometry. It calculates the at-sensor radiance using a pre-calculated multidimensional lookup-table taking the atmospheric influence on the radiation into account. Part three consists of an optical and an electronic sensor model for the generation of digital images. Using SENSOR for an optimization requires the additional application of task-specific data processing algorithms. The principle of the end-to-end-simulation approach is explained, all relevant concepts of SENSOR are discussed, and examples of its use are given. The verification of SENSOR is demonstrated.

  8. Model of rhythmic ball bouncing using a visually controlled neural oscillator.

    PubMed

    Avrin, Guillaume; Siegler, Isabelle A; Makarov, Maria; Rodriguez-Ayerbe, Pedro

    2017-10-01

    The present paper investigates the sensory-driven modulations of central pattern generator dynamics that can be expected to reproduce human behavior during rhythmic hybrid tasks. We propose a theoretical model of human sensorimotor behavior able to account for the observed data from the ball-bouncing task. The novel control architecture is composed of a Matsuoka neural oscillator coupled with the environment through visual sensory feedback. The architecture's ability to reproduce human-like performance during the ball-bouncing task in the presence of perturbations is quantified by comparison of simulated and recorded trials. The results suggest that human visual control of the task is achieved online. The adaptive behavior is made possible by a parametric and state control of the limit cycle emerging from the interaction of the rhythmic pattern generator, the musculoskeletal system, and the environment. NEW & NOTEWORTHY The study demonstrates that a behavioral model based on a neural oscillator controlled by visual information is able to accurately reproduce human modulations in a motor action with respect to sensory information during the rhythmic ball-bouncing task. The model attractor dynamics emerging from the interaction between the neuromusculoskeletal system and the environment met task requirements, environmental constraints, and human behavioral choices without relying on movement planning and explicit internal models of the environment. Copyright © 2017 the American Physiological Society.

  9. Attention in a multi-task environment

    NASA Technical Reports Server (NTRS)

    Andre, Anthony D.; Heers, Susan T.

    1993-01-01

    Two experiments used a low fidelity multi-task simulation to investigate the effects of cue specificity on task preparation and performance. Subjects performed a continuous compensatory tracking task and were periodically prompted to perform one of several concurrent secondary tasks. The results provide strong evidence that subjects enacted a strategy to actively divert resources towards secondary task preparation only when they had specific information about an upcoming task to be performed. However, this strategy was not as much affected by the type of task cued (Experiment 1) or its difficulty level (Experiment 2). Overall, subjects seemed aware of both the costs (degraded primary task tracking) and benefits (improved secondary task performance) of cue information. Implications of the present results for computational human performance/workload models are discussed.

  10. The 100 Most Cited Articles on Healthcare Simulation: A Bibliometric Review.

    PubMed

    Walsh, Chloe; Lydon, Sinéad; Byrne, Dara; Madden, Caoimhe; Fox, Susan; OʼConnor, Paul

    2018-06-01

    This article provides an overview and synthesis of the 100 most cited healthcare simulation publications to provide insight into the articles that have shaped current knowledge and practice. Searches of the Scopus and Web of Science databases were conducted in July 2017. Most articles were concerned with medical education and training (86%) and were most often published in surgical journals (33%). Manikins (20%), standardized patients (16%), inanimate part-task trainers (16%), fully simulated environments (17%), and virtual reality part-task trainers (14%) were the most commonly featured types of simulators. Healthcare simulation research has matured and grown during the preceding decades. There has been a move away from research questions focused on "does simulation work?" to an assessment of the conditions under which simulation is most effective. It is hoped that providing an overview of highly cited works will help identify topics for further research.

  11. Incorporating haptic effects into three-dimensional virtual environments to train the hemiparetic upper extremity

    PubMed Central

    Adamovich, Sergei; Fluet, Gerard G.; Merians, Alma S.; Mathai, Abraham; Qiu, Qinyin

    2010-01-01

    Current neuroscience has identified several constructs to increase the effectiveness of upper extremity rehabilitation. One is the use of progressive, skill acquisition-oriented training. Another approach emphasizes the use of bilateral activities. Building on these principles, this paper describes the design and feasibility testing of a robotic / virtual environment system designed to train the arm of persons who have had strokes. The system provides a variety of assistance modes, scalable workspaces and hand-robot interfaces allowing persons with strokes to train multiple joints in three dimensions. The simulations utilize assistance algorithms that adjust task difficulty both online and offline in relation to subject performance. Several distinctive haptic effects have been incorporated into the simulations. An adaptive master-slave relationship between the unimpaired and impaired arm encourages active movement of the subject's hemiparetic arm during a bimanual task. Adaptive anti-gravity support and damping stabilize the arm during virtual reaching and placement tasks. An adaptive virtual spring provides assistance to complete the movement if the subject is unable to complete the task in time. Finally, haptically rendered virtual objects help to shape the movement trajectory during a virtual placement task. A proof of concept study demonstrated this system to be safe, feasible and worthy of further study. PMID:19666345

  12. Parallel task processing of very large datasets

    NASA Astrophysics Data System (ADS)

    Romig, Phillip Richardson, III

    This research concerns the use of distributed computer technologies for the analysis and management of very large datasets. Improvements in sensor technology, an emphasis on global change research, and greater access to data warehouses all are increase the number of non-traditional users of remotely sensed data. We present a framework for distributed solutions to the challenges of datasets which exceed the online storage capacity of individual workstations. This framework, called parallel task processing (PTP), incorporates both the task- and data-level parallelism exemplified by many image processing operations. An implementation based on the principles of PTP, called Tricky, is also presented. Additionally, we describe the challenges and practical issues in modeling the performance of parallel task processing with large datasets. We present a mechanism for estimating the running time of each unit of work within a system and an algorithm that uses these estimates to simulate the execution environment and produce estimated runtimes. Finally, we describe and discuss experimental results which validate the design. Specifically, the system (a) is able to perform computation on datasets which exceed the capacity of any one disk, (b) provides reduction of overall computation time as a result of the task distribution even with the additional cost of data transfer and management, and (c) in the simulation mode accurately predicts the performance of the real execution environment.

  13. Psychomotor performance measured in a virtual environment correlates with technical skills in the operating room.

    PubMed

    Kundhal, Pavi S; Grantcharov, Teodor P

    2009-03-01

    This study was conducted to validate the role of virtual reality computer simulation as an objective method for assessing laparoscopic technical skills. The authors aimed to investigate whether performance in the operating room, assessed using a modified Objective Structured Assessment of Technical Skill (OSATS), correlated with the performance parameters registered by a virtual reality laparoscopic trainer (LapSim). The study enrolled 10 surgical residents (3 females) with a median of 5.5 years (range, 2-6 years) since graduation who had similar limited experience in laparoscopic surgery (median, 5; range, 1-16 laparoscopic cholecystectomies). All the participants performed three repetitions of seven basic skills tasks on the LapSim laparoscopic trainer and one laparoscopic cholecystectomy in the operating room. The operating room procedure was video recorded and blindly assessed by two independent observers using a modified OSATS rating scale. Assessment in the operating room was based on three parameters: time used, error score, and economy of motion score. During the tasks on the LapSim, time, error (tissue damage and millimeters of tissue damage [tasks 2-6], error score [incomplete target areas, badly placed clips, and dropped clips [task 7]), and economy of movement parameters (path length and angular path) were registered. The correlation between time, economy, and error parameters during the simulated tasks and the operating room procedure was statistically assessed using Spearman's test. Significant correlations were demonstrated between the time used to complete the operating room procedure and time used for task 7 (r (s) = 0.74; p = 0.015). The error score demonstrated during the laparoscopic cholecystectomy correlated well with the tissue damage in three of the seven tasks (p < 0.05), the millimeters of tissue damage during two of the tasks, and the error score in task 7 (r (s) = 0.67; p = 0.034). Furthermore, statistically significant correlations were observed between the economy of motion score from the operative procedure and LapSim's economy parameters (path length and angular path in six of the tasks) (p < 0.05). The current study demonstrated significant correlations between operative performance in the operating room (assessed using a well-validated rating scale) and psychomotor performance in virtual environment assessed by a computer simulator. This provides strong evidence for the validity of the simulator system as an objective tool for assessing laparoscopic skills. Virtual reality simulation can be used in practice to assess technical skills relevant for minimally invasive surgery.

  14. Perception-based synthetic cueing for night vision device rotorcraft hover operations

    NASA Astrophysics Data System (ADS)

    Bachelder, Edward N.; McRuer, Duane

    2002-08-01

    Helicopter flight using night-vision devices (NVDs) is difficult to perform, as evidenced by the high accident rate associated with NVD flight compared to day operation. The approach proposed in this paper is to augment the NVD image with synthetic cueing, whereby the cues would emulate position and motion and appear to be actually occurring in physical space on which they are overlaid. Synthetic cues allow for selective enhancement of perceptual state gains to match the task requirements. A hover cue set was developed based on an analogue of a physical target used in a flight handling qualities tracking task, a perceptual task analysis for hover, and fundamentals of human spatial perception. The display was implemented on a simulation environment, constructed using a virtual reality device, an ultrasound head-tracker, and a fixed-base helicopter simulator. Seven highly trained helicopter pilots were used as experimental subjects and tasked to maintain hover in the presence of aircraft positional disturbances while viewing a synthesized NVD environment and the experimental hover cues. Significant performance improvements were observed when using synthetic cue augmentation. This paper demonstrates that artificial magnification of perceptual states through synthetic cueing can be an effective method of improving night-vision helicopter hover operations.

  15. Piloted Evaluation of an Integrated Methodology for Propulsion and Airframe Control Design

    NASA Technical Reports Server (NTRS)

    Bright, Michelle M.; Simon, Donald L.; Garg, Sanjay; Mattern, Duane L.; Ranaudo, Richard J.; Odonoghue, Dennis P.

    1994-01-01

    An integrated methodology for propulsion and airframe control has been developed and evaluated for a Short Take-Off Vertical Landing (STOVL) aircraft using a fixed base flight simulator at NASA Lewis Research Center. For this evaluation the flight simulator is configured for transition flight using a STOVL aircraft model, a full nonlinear turbofan engine model, simulated cockpit and displays, and pilot effectors. The paper provides a brief description of the simulation models, the flight simulation environment, the displays and symbology, the integrated control design, and the piloted tasks used for control design evaluation. In the simulation, the pilots successfully completed typical transition phase tasks such as combined constant deceleration with flight path tracking, and constant acceleration wave-off maneuvers. The pilot comments of the integrated system performance and the display symbology are discussed and analyzed to identify potential areas of improvement.

  16. Real-time, interactive, visually updated simulator system for telepresence

    NASA Technical Reports Server (NTRS)

    Schebor, Frederick S.; Turney, Jerry L.; Marzwell, Neville I.

    1991-01-01

    Time delays and limited sensory feedback of remote telerobotic systems tend to disorient teleoperators and dramatically decrease the operator's performance. To remove the effects of time delays, key components were designed and developed of a prototype forward simulation subsystem, the Global-Local Environment Telerobotic Simulator (GLETS) that buffers the operator from the remote task. GLETS totally immerses an operator in a real-time, interactive, simulated, visually updated artificial environment of the remote telerobotic site. Using GLETS, the operator will, in effect, enter into a telerobotic virtual reality and can easily form a gestalt of the virtual 'local site' that matches the operator's normal interactions with the remote site. In addition to use in space based telerobotics, GLETS, due to its extendable architecture, can also be used in other teleoperational environments such as toxic material handling, construction, and undersea exploration.

  17. Measurement and Validation of Bidirectional Reflectance of Space Shuttle and Space Station Materials for Computerized Lighting Models

    NASA Technical Reports Server (NTRS)

    Fletcher, Lauren E.; Aldridge, Ann M.; Wheelwright, Charles; Maida, James

    1997-01-01

    Task illumination has a major impact on human performance: What a person can perceive in his environment significantly affects his ability to perform tasks, especially in space's harsh environment. Training for lighting conditions in space has long depended on physical models and simulations to emulate the effect of lighting, but such tests are expensive and time-consuming. To evaluate lighting conditions not easily simulated on Earth, personnel at NASA Johnson Space Center's (JSC) Graphics Research and Analysis Facility (GRAF) have been developing computerized simulations of various illumination conditions using the ray-tracing program, Radiance, developed by Greg Ward at Lawrence Berkeley Laboratory. Because these computer simulations are only as accurate as the data used, accurate information about the reflectance properties of materials and light distributions is needed. JSC's Lighting Environment Test Facility (LETF) personnel gathered material reflectance properties for a large number of paints, metals, and cloths used in the Space Shuttle and Space Station programs, and processed these data into reflectance parameters needed for the computer simulations. They also gathered lamp distribution data for most of the light sources used, and validated the ability to accurately simulate lighting levels by comparing predictions with measurements for several ground-based tests. The result of this study is a database of material reflectance properties for a wide variety of materials, and lighting information for most of the standard light sources used in the Shuttle/Station programs. The combination of the Radiance program and GRAF's graphics capability form a validated computerized lighting simulation capability for NASA.

  18. A Petri-net coordination model for an intelligent mobile robot

    NASA Technical Reports Server (NTRS)

    Wang, F.-Y.; Kyriakopoulos, K. J.; Tsolkas, A.; Saridis, G. N.

    1990-01-01

    The authors present a Petri net model of the coordination level of an intelligent mobile robot system (IMRS). The purpose of this model is to specify the integration of the individual efforts on path planning, supervisory motion control, and vision systems that are necessary for the autonomous operation of the mobile robot in a structured dynamic environment. This is achieved by analytically modeling the various units of the system as Petri net transducers and explicitly representing the task precedence and information dependence among them. The model can also be used to simulate the task processing and to evaluate the efficiency of operations and the responsibility of decisions in the coordination level of the IMRS. Some simulation results on the task processing and learning are presented.

  19. Task 2: Flight prototype system design report, pulsed plasma solid propellant microthruster for the Synchronous Meteorological Satellite

    NASA Technical Reports Server (NTRS)

    Guman, W. J. (Editor)

    1972-01-01

    Design details are presented of the solid propellant pulsed plasma microthruster which was analyzed during the Task 1 effort. The design details presented show that the inherent functional simplicity underlying the flight proven LES-6 design can be maintained in the SMS systems design even with minimum weight constraints imposed. A 1293 hour uninterrupted vacuum test with the engineering thermal model, simulating an 18.8 to 33 g environment of the propellant, its feed system and electrode assembly, revealed that program thruster performance requirements could be met. This latter g environment is a more severe environment than will be ever encountered in the SMS spacecraft.

  20. Developing a Field Artillery Training System Based on Devices and Simulations: Evaluation of Training Devices and Simulations

    DTIC Science & Technology

    1984-12-01

    best trained by instruction alone or with simple demonstration materials. Training Devices are judged best for training the routine use of specific...pieces of equipment (e.g., Howitzer, BCS, DMD/FIST DMD, GLLD, LRF, map/compass/ plotting tools). Simulations are judged best for training more complex...at all phases of engagement operations. Simulations are also judged best for conducting training of any task under extreme environments and

  1. Monte Carlo simulation of photon migration in a cloud computing environment with MapReduce

    PubMed Central

    Pratx, Guillem; Xing, Lei

    2011-01-01

    Monte Carlo simulation is considered the most reliable method for modeling photon migration in heterogeneous media. However, its widespread use is hindered by the high computational cost. The purpose of this work is to report on our implementation of a simple MapReduce method for performing fault-tolerant Monte Carlo computations in a massively-parallel cloud computing environment. We ported the MC321 Monte Carlo package to Hadoop, an open-source MapReduce framework. In this implementation, Map tasks compute photon histories in parallel while a Reduce task scores photon absorption. The distributed implementation was evaluated on a commercial compute cloud. The simulation time was found to be linearly dependent on the number of photons and inversely proportional to the number of nodes. For a cluster size of 240 nodes, the simulation of 100 billion photon histories took 22 min, a 1258 × speed-up compared to the single-threaded Monte Carlo program. The overall computational throughput was 85,178 photon histories per node per second, with a latency of 100 s. The distributed simulation produced the same output as the original implementation and was resilient to hardware failure: the correctness of the simulation was unaffected by the shutdown of 50% of the nodes. PMID:22191916

  2. A prototype supervised intelligent robot for helping astronauts

    NASA Technical Reports Server (NTRS)

    Erickson, J. D.; Grimm, K. A.; Pendleton, T. W.

    1994-01-01

    The development status is described of a prototype supervised intelligent robot for space application for purposes of (1) helping the crew of a spacecraft such as the Space Station with various tasks such as holding objects and retrieving/replacing tools and other objects from/into storage, and for purposes of (2) retrieving detached objects, such as equipment or crew, that have become separated from their spacecraft. In addition to this set of tasks in this low Earth orbiting spacecraft environment, it is argued that certain aspects of the technology can be viewed as generic in approach, thereby offering insight into intelligent robots for other tasks and environments. Also described are characterization results on the usable reduced gravity environment in an aircraft flying parabolas (to simulate weightlessness) and results on hardware performance there. These results show it is feasible to use that environment for evaluative testing of dexterous grasping based on real-time visual sensing of freely rotating and translating objects.

  3. From homeostasis to behavior: Balanced activity in an exploration of embodied dynamic environmental-neural interaction.

    PubMed

    Hellyer, Peter John; Clopath, Claudia; Kehagia, Angie A; Turkheimer, Federico E; Leech, Robert

    2017-08-01

    In recent years, there have been many computational simulations of spontaneous neural dynamics. Here, we describe a simple model of spontaneous neural dynamics that controls an agent moving in a simple virtual environment. These dynamics generate interesting brain-environment feedback interactions that rapidly destabilize neural and behavioral dynamics demonstrating the need for homeostatic mechanisms. We investigate roles for homeostatic plasticity both locally (local inhibition adjusting to balance excitatory input) as well as more globally (regional "task negative" activity that compensates for "task positive", sensory input in another region) balancing neural activity and leading to more stable behavior (trajectories through the environment). Our results suggest complementary functional roles for both local and macroscale mechanisms in maintaining neural and behavioral dynamics and a novel functional role for macroscopic "task-negative" patterns of activity (e.g., the default mode network).

  4. A Cognitive Task Analysis, with Implications for Designing a Simulation-Based Performance Assessment.

    ERIC Educational Resources Information Center

    Mislevy, Robert J.; Steinberg, Linda S.; Breyer, F. Jay; Almond, Russell G.; Johnson, Lynn

    To function effectively as a learning environment, a simulation system must present learners with situations in which they use relevant knowledge, skills, and abilities. To function effectively as an assessment, such a system must additionally be able to evoke and interpret observable evidence about targeted knowledge in a manner that is…

  5. Combining environment-driven adaptation and task-driven optimisation in evolutionary robotics.

    PubMed

    Haasdijk, Evert; Bredeche, Nicolas; Eiben, A E

    2014-01-01

    Embodied evolutionary robotics is a sub-field of evolutionary robotics that employs evolutionary algorithms on the robotic hardware itself, during the operational period, i.e., in an on-line fashion. This enables robotic systems that continuously adapt, and are therefore capable of (re-)adjusting themselves to previously unknown or dynamically changing conditions autonomously, without human oversight. This paper addresses one of the major challenges that such systems face, viz. that the robots must satisfy two sets of requirements. Firstly, they must continue to operate reliably in their environment (viability), and secondly they must competently perform user-specified tasks (usefulness). The solution we propose exploits the fact that evolutionary methods have two basic selection mechanisms-survivor selection and parent selection. This allows evolution to tackle the two sets of requirements separately: survivor selection is driven by the environment and parent selection is based on task-performance. This idea is elaborated in the Multi-Objective aNd open-Ended Evolution (monee) framework, which we experimentally validate. Experiments with robotic swarms of 100 simulated e-pucks show that monee does indeed promote task-driven behaviour without compromising environmental adaptation. We also investigate an extension of the parent selection process with a 'market mechanism' that can ensure equitable distribution of effort over multiple tasks, a particularly pressing issue if the environment promotes specialisation in single tasks.

  6. Using full-mission simulation for human factors research in air transport operations

    NASA Technical Reports Server (NTRS)

    Orlady, Harry W.; Hennessy, Robert W.; Obermayer, Richard; Vreuls, Donald; Murphy, Miles R.

    1988-01-01

    This study examined state-of-the-art mission oriented simulation and its use in human factors research. Guidelines were developed for doing full-mission human factors research on crew member behavior during simulated air transport operations. The existing literature was reviewed. However, interviews with experienced investigators provided the most useful information. The fundamental scientific and practical issues of behavioral research in a simulation environment are discussed. Guidelines are presented for planning, scenario development, and the execution of behavioral research using full-mission simulation in the context of air transport flight operations . Research is recommended to enhance the validity and productivity of full-mission research by: (1) validating the need for high-fidelity simulation of all major elements in the operational environment, (2) improving methods for conducting full-mission research, and (3) examining part-task research on specific problems through the use of vehicles which contain higher levels of abstraction (and lower fidelity) of the operational environment.

  7. Induced Stress, Artificial Environment, Simulated Tactical Operations Center Model

    DTIC Science & Technology

    1973-06-01

    oriented 4 activities or, at best , tre application of dor:trinal i. 14 concepts to command post exercises. Unlike mechanical skills, weapon’s...training model identified as APSTRAT, an acronym indicating aptitude and strategies , be considered as a point of reference. Several instructional...post providing visual and aural sensing tasks and training objective oriented performance tasks. Vintilly, ho concludes that failure should be

  8. Design and evaluation of an augmented reality simulator using leap motion.

    PubMed

    Wright, Trinette; de Ribaupierre, Sandrine; Eagleson, Roy

    2017-10-01

    Advances in virtual and augmented reality (AR) are having an impact on the medical field in areas such as surgical simulation. Improvements to surgical simulation will provide students and residents with additional training and evaluation methods. This is particularly important for procedures such as the endoscopic third ventriculostomy (ETV), which residents perform regularly. Simulators such as NeuroTouch, have been designed to aid in training associated with this procedure. The authors have designed an affordable and easily accessible ETV simulator, and compare it with the existing NeuroTouch for its usability and training effectiveness. This simulator was developed using Unity, Vuforia and the leap motion (LM) for an AR environment. The participants, 16 novices and two expert neurosurgeons, were asked to complete 40 targeting tasks. Participants used the NeuroTouch tool or a virtual hand controlled by the LM to select the position and orientation for these tasks. The length of time to complete each task was recorded and the trajectory log files were used to calculate performance. The resulting data from the novices' and experts' speed and accuracy are compared, and they discuss the objective performance of training in terms of the speed and accuracy of targeting accuracy for each system.

  9. Design and evaluation of an augmented reality simulator using leap motion

    PubMed Central

    de Ribaupierre, Sandrine; Eagleson, Roy

    2017-01-01

    Advances in virtual and augmented reality (AR) are having an impact on the medical field in areas such as surgical simulation. Improvements to surgical simulation will provide students and residents with additional training and evaluation methods. This is particularly important for procedures such as the endoscopic third ventriculostomy (ETV), which residents perform regularly. Simulators such as NeuroTouch, have been designed to aid in training associated with this procedure. The authors have designed an affordable and easily accessible ETV simulator, and compare it with the existing NeuroTouch for its usability and training effectiveness. This simulator was developed using Unity, Vuforia and the leap motion (LM) for an AR environment. The participants, 16 novices and two expert neurosurgeons, were asked to complete 40 targeting tasks. Participants used the NeuroTouch tool or a virtual hand controlled by the LM to select the position and orientation for these tasks. The length of time to complete each task was recorded and the trajectory log files were used to calculate performance. The resulting data from the novices' and experts' speed and accuracy are compared, and they discuss the objective performance of training in terms of the speed and accuracy of targeting accuracy for each system. PMID:29184667

  10. Robot dynamics in reduced gravity environment

    NASA Technical Reports Server (NTRS)

    Workman, Gary L.; Grisham, Tollie; Hinman, Elaine; Coker, Cindy

    1990-01-01

    Robot dynamics and control will become an important issue for productive platforms in space. Robotic operations will be necessary for both man tended stations and for the efficient performance of routine operations in a manned platform. The current constraints on the use of robotic devices in a microgravity environment appears to be due to safety concerns and an anticipated increase in acceleration levels due to manipulator motion. The robot used for the initial studies was a UMI RTX robot, which was adapted to operate in a materials processing workcell to simulate sample changing in a microgravity environment. The robotic cell was flown several times on the KC-135 aircraft at Ellington Field. The primary objective of the initial flights was to determine operating characteristics of both the robot and the operator in the variable gravity of the KC-135 during parabolic maneuvers. It was demonstrated that the KC-135 aircraft can be used for observing dynamics of robotic manipulators. The difficulties associated with humans performing teleoperation tasks during varying G levels were also observed and can provide insight into some areas in which the use of artificial techniques would provide improved system performance. Additionally a graphic simulation of the workcell was developed on a Silicon Graphics Workstation using the IGRIP simulation language from Deneb Robotics. The simulation is intended to be used for predictive displays of the robot operating on the aircraft. It is also anticipated that this simulation can be useful for off-line programming of tasks in the future.

  11. Visual Computing Environment Workshop

    NASA Technical Reports Server (NTRS)

    Lawrence, Charles (Compiler)

    1998-01-01

    The Visual Computing Environment (VCE) is a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis.

  12. Boundary Avoidance Tracking for Instigating Pilot Induced Oscillations

    NASA Technical Reports Server (NTRS)

    Craun, Robert W.; Acosta, Diana M.; Beard, Steven D.; Hardy, Gordon H.; Leonard, Michael W.; Weinstein, Michael

    2013-01-01

    In order to advance research in the area of pilot induced oscillations, a reliable method to create PIOs in a simulated environment is necessary. Using a boundary avoidance tracking task, researchers performing an evaluation of control systems were able to create PIO events in 42% of cases using a nominal aircraft, and 91% of cases using an aircraft with reduced actuator rate limits. The simulator evaluation took place in the NASA Ames Vertical Motion Simulator, a high-fidelity motion-based simulation facility.

  13. SENSOR: a tool for the simulation of hyperspectral remote sensing systems

    NASA Astrophysics Data System (ADS)

    Börner, Anko; Wiest, Lorenz; Keller, Peter; Reulke, Ralf; Richter, Rolf; Schaepman, Michael; Schläpfer, Daniel

    The consistent end-to-end simulation of airborne and spaceborne earth remote sensing systems is an important task, and sometimes the only way for the adaptation and optimisation of a sensor and its observation conditions, the choice and test of algorithms for data processing, error estimation and the evaluation of the capabilities of the whole sensor system. The presented software simulator SENSOR (Software Environment for the Simulation of Optical Remote sensing systems) includes a full model of the sensor hardware, the observed scene, and the atmosphere in between. The simulator consists of three parts. The first part describes the geometrical relations between scene, sun, and the remote sensing system using a ray-tracing algorithm. The second part of the simulation environment considers the radiometry. It calculates the at-sensor radiance using a pre-calculated multidimensional lookup-table taking the atmospheric influence on the radiation into account. The third part consists of an optical and an electronic sensor model for the generation of digital images. Using SENSOR for an optimisation requires the additional application of task-specific data processing algorithms. The principle of the end-to-end-simulation approach is explained, all relevant concepts of SENSOR are discussed, and first examples of its use are given. The verification of SENSOR is demonstrated. This work is closely related to the Airborne PRISM Experiment (APEX), an airborne imaging spectrometer funded by the European Space Agency.

  14. Development of an audio-based virtual gaming environment to assist with navigation skills in the blind.

    PubMed

    Connors, Erin C; Yazzolino, Lindsay A; Sánchez, Jaime; Merabet, Lotfi B

    2013-03-27

    Audio-based Environment Simulator (AbES) is virtual environment software designed to improve real world navigation skills in the blind. Using only audio based cues and set within the context of a video game metaphor, users gather relevant spatial information regarding a building's layout. This allows the user to develop an accurate spatial cognitive map of a large-scale three-dimensional space that can be manipulated for the purposes of a real indoor navigation task. After game play, participants are then assessed on their ability to navigate within the target physical building represented in the game. Preliminary results suggest that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building as indexed by their performance on a series of navigation tasks. These tasks included path finding through the virtual and physical building, as well as a series of drop off tasks. We find that the immersive and highly interactive nature of the AbES software appears to greatly engage the blind user to actively explore the virtual environment. Applications of this approach may extend to larger populations of visually impaired individuals.

  15. Simulation verification techniques study. Task report 4: Simulation module performance parameters and performance standards

    NASA Technical Reports Server (NTRS)

    1974-01-01

    Shuttle simulation software modules in the environment, crew station, vehicle configuration and vehicle dynamics categories are discussed. For each software module covered, a description of the module functions and operational modes, its interfaces with other modules, its stored data, inputs, performance parameters and critical performance parameters is given. Reference data sources which provide standards of performance are identified for each module. Performance verification methods are also discussed briefly.

  16. Extravehicular Activity Testing in Analog Environments: Evaluating the Effects of Center of Gravity and Environment on Human Performance

    NASA Technical Reports Server (NTRS)

    Gernhardt, M.L.; Chappell, S.P.

    2009-01-01

    The EVA Physiology, Systems and Performance (EPSP) Project is performing tests in different analog environments to understand human performance during Extravehicular Activity (EVA) with the aim of developing more safe and efficient systems for lunar exploration missions and the Constellation Program. The project is characterizing human EVA performance in studies using several test beds, including the underwater NASA Extreme Environment Mission Operations (NEEMO) and Neutral Buoyancy Laboratory (NBL) facilities, JSC fs Partial Gravity Simulator (POGO), and the NASA Reduced Gravity Office (RGO) parabolic flight aircraft. Using these varied testing environments, NASA can gain a more complete understanding of human performance issues related to EVA and the limitations of each testing environment. Tests are focused on identifying and understanding the EVA system factors that affect human performance such as center of gravity (CG), inertial mass, ground reaction forces (GRF), suit weight, and suit pressure. The test results will lead to the development of lunar EVA systems operations concepts and design requirements that optimize human performance and exploration capabilities. METHODS: Tests were conducted in the NBL and during NEEMO missions in the NOAA Aquarius Habitat. A reconfigurable back pack with repositionable mass was used to simulate Perfect, Low, Forward, High, Aft and NASA Baseline CG locations. Subjects performed simulated exploration tasks that included ambulation, kneel and recovery, rock pick-up, and shoveling. Testing using POGO, that simulates partial gravity via pneumatic weight offload system and a similar reconfigurable rig, is underway for a subset of the same tasks. Additionally, test trials are being performed on the RGO parabolic flight aircraft. Subject performance was assessed using a modified Cooper-Harper scale to assess operator compensation required to achieve desired performance. All CG locations are based on the assumption of a standardized 6 ft 180 lb subject. RESULTS: The modified Cooper-Harper Scale assesses desired task performance described as performance in a reduced gravity environment as compared to a 1G environment. Modified Cooper-Harper ratings of . 3 indicate no improvements are needed, ratings of 4-6 indicate improvements are desirable, and ratings . 7 indicate improvements are mandatory. DISCUSSION: Differences were noted in suited CH results based on environment at the same CG and suit pressure. Additionally, results suggest that CG location affects unsuited human performance. Subjects preferred locations near their natural CG over those that are high, aft, or a combination of high and aft. Further testing and analyses are planned to compare these unsuited results to suited performance.

  17. A Flight Training Simulator for Instructing the Helicopter Autorotation Maneuver (Enhanced Version)

    NASA Technical Reports Server (NTRS)

    Rogers, Steven P.; Asbury, Charles N.

    2000-01-01

    Autorotation is a maneuver that permits a safe helicopter landing when the engine loses power. A catastrophe may occur if the pilot's control inputs are incorrect, insufficient, excessive, or poorly timed. Due to the danger involved, full-touchdown autorotations are very rarely practiced. Because in-flight autorotation training is risky, time-consuming, and expensive, the objective of the project was to develop the first helicopter flight simulator expressly designed to train students in this critical maneuver. A central feature of the project was the inclusion of an enhanced version of the Pilot-Rotorcraft Intelligent Symbology Management Simulator (PRISMS), a virtual-reality system developed by Anacapa Sciences and Thought Wave. A task analysis was performed to identify the procedural steps in the autorotation, to inventory the information needed to support student task performance, to identify typical errors, and to structure the simulator's practice environment. The system provides immediate knowledge of results, extensive practice of perceptual-motor skills, part-task training, and augmented cueing in a realistic cockpit environment. Additional work, described in this report, extended the capabilities of the simulator in three areas: 1. Incorporation of visual training aids to assist the student in learning the proper appearance of the visual scene when the maneuver is being properly performed; 2. Introduction of the requirement to land at a particular spot, as opposed to the wide, flat open field initially used, and development of appropriate metrics of success; and 3. Inclusion of wind speed and wind direction settings (and random variability settings) to add a more realistic challenge in "hitting the spot."

  18. Integration of an Earth-Based Science Team During Human Exploration of Mars

    NASA Technical Reports Server (NTRS)

    Chappell, Steven P.; Beaton, Kara H.; Newton, Carolyn; Graff, Trevor G.; Young, Kelsey E.; Coan, David; Abercromby, Andrew F. J.; Gernhardt, Michael L.

    2017-01-01

    NASA Extreme Environment Mission Operations (NEEMO) is an underwater spaceflight analog that allows a true mission-like operational environment and uses buoyancy effects and added weight to simulate different gravity levels. A mission was undertaken in 2016, NEEMO 21, at the Aquarius undersea research habitat. During the mission, the effects of varied oper-ations concepts with representative communication latencies as-sociated with Mars missions were studied. Six subjects were weighed out to simulate partial gravity and evaluated different operations concepts for integration and management of a simulated Earth-based science team (ST) who provided input and direction during exploration activities. Exploration traverses were planned in advance based on precursor data collected. Subjects completed science-related tasks including presampling surveys and marine-science-based sampling during saturation dives up to 4 hours in duration that simulated extravehicular activity (EVA) on Mars. A communication latency of 15 minutes in each direction between space and ground was simulated throughout the EVAs. Objective data included task completion times, total EVA time, crew idle time, translation time, ST assimilation time (defined as time available for the science team to discuss, to review and act upon data/imagery after they have been collected and transmitted to the ground). Subjective data included acceptability, simulation quality, capability assessment ratings, and comments. In addition, comments from both the crew and the ST were captured during the post-mission debrief. Here, we focus on the acceptability of the operations concepts studied and the capabilities most enhancing or enabling in the operations concept. The importance and challenges of designing EVA time-lines to account for the length of the task, level of interaction with the ground that is required/desired, and communication latency, are discussed.

  19. Translating cognitive neuroscience to the driver’s operational environment: a neuroergonomics approach

    PubMed Central

    Lees, Monica N.; Cosman, Joshua D.; Lee, John D.; Rizzo, Matthew; Fricke, Nicola

    2012-01-01

    Neuroergonomics provides a multidisciplinary translational approach that merges elements of neuroscience, human factors, cognitive psychology, and ergonomics to study brain structure and function in everyday environments. Driving safety, particularly that of older drivers with cognitive impairments, is a fruitful application domain for neuroergonomics. Driving makes demands on multiple cognitive processes that are often studied in isolation and so presents a useful challenge in generalizing findings from controlled laboratory tasks to predict safety outcomes. Neurology and the cognitive sciences help explain the mechanisms of cognitive breakdowns that undermine driving safety. Ergonomics complements this explanation with the tools for systematically exploring the various layers of complexity that define the activity of driving. A variety of tools, such as part task simulators, driving simulators, and instrumented vehicles provide a window into cognition in the natural settings needed to assess the generalizability of laboratory findings and can provide an array of potential interventions to increase safety. PMID:21291157

  20. Use of Multiple GPUs to Speedup the Execution of a Three-Dimensional Computational Model of the Innate Immune System

    NASA Astrophysics Data System (ADS)

    Xavier, M. P.; do Nascimento, T. M.; dos Santos, R. W.; Lobosco, M.

    2014-03-01

    The development of computational systems that mimics the physiological response of organs or even the entire body is a complex task. One of the issues that makes this task extremely complex is the huge computational resources needed to execute the simulations. For this reason, the use of parallel computing is mandatory. In this work, we focus on the simulation of temporal and spatial behaviour of some human innate immune system cells and molecules in a small three-dimensional section of a tissue. To perform this simulation, we use multiple Graphics Processing Units (GPUs) in a shared-memory environment. Despite of high initialization and communication costs imposed by the use of GPUs, the techniques used to implement the HIS simulator have shown to be very effective to achieve this purpose.

  1. Classification of response-types for single-pilot NOE helicopter combat tasks

    NASA Technical Reports Server (NTRS)

    Mitchell, David G.; Hoh, Roger H.; Atencio, Adolph, Jr.

    1987-01-01

    Two piloted simulations have recently been conducted to evaluate both workload and handling qualities requirements for operation of a helicopter by a single pilot in a nap-of-the-earth combat environment. An advanced cockpit, including a moving-map display and an interactive touchpad screen, provided aircraft mission, status, and position information to the pilot. The results of the simulations are reviewed, and the impact of these results on the development of a revised helicopter handling qualities specification is discussed. Rate command is preferred over attitude command in pitch and roll, and attitude hold over groundspeed hold, for low-speed precision pointing tasks. Position hold is necessary for Level 1 handling qualities in hover when the pilot is required to perform secondary tasks. Addition of a second crew member improves pilot ratings.

  2. Simulating Variation in Order to Learn Classroom Management

    ERIC Educational Resources Information Center

    Ragnemalm, Eva L.; Samuelsson, Marcus

    2016-01-01

    Classroom management is an important part of learning to be a teacher. The variation theory of learning provides the insight that it is important to vary the critical aspects of any task or subject that is to be learned. Simulation technology is useful in order to provide a controlled environment for that variation, and text as a medium gives the…

  3. Dealing with task interruptions in complex dynamic environments: are two heads better than one?

    PubMed

    Tremblay, Sébastien; Vachon, François; Lafond, Daniel; Kramer, Chelsea

    2012-02-01

    This study examined whether teaming up mitigates individual vulnerability to task interruptions in complex dynamic situations. Omnipresent in everyday multitasking environments, task interruptions are usually detrimental to individual performance. This is particularly crucial in dynamic command and control (C2) safety-critical contexts because of the additional challenge imposed by the continually evolving situation during the interruption. We employed a firefighting microworld to simulate C2 in the context of supervisory control to examine the relative impact of interruptions on participants working in a functional dyad versus operators working alone. Although task interruption was detrimental to participants' efficacy of monitoring resources, the negative impact of interruption was reduced for those working in teams. Teaming up translated into faster resumption time, but only if both teammates were interrupted simultaneously. Interrupting only one team member was associated with increased postinterruption communications and slower resumption time. These findings suggest that in complex dynamic situations working in a small team confers more resistance to task interruption than working alone by virtue of the reduced individual workload typical of teamwork. The benefit of collaborative work seems nevertheless mediated by the coordination and communication overhead associated with teamwork. The present findings have practical implications for operators dealing with unexpected events such as task interruptions in C2 environments.

  4. Action research, simulation, team communication, and bringing the tacit into voice society for simulation in healthcare.

    PubMed

    Forsythe, Lydia

    2009-01-01

    In healthcare, professionals usually function in a time-constrained paradigm because of the nature of care delivery functions and the acute patient populations usually in need of emergent and urgent care. This leaves little, if no time for team reflection, or team processing as a collaborative action. Simulation can be used to create a safe space as a structure for recognition and innovation to continue to develop a culture of safety for healthcare delivery and patient care. To create and develop a safe space, three qualitative modified action research institutional review board-approved studies were developed using simulation to explore team communication as an unfolding in the acute care environment of the operating room. An action heuristic was used for data collection by capturing the participants' narratives in the form of collaborative recall and reflection to standardize task, process, and language. During the qualitative simulations, the team participants identified and changed multiple tasks, process, and language items. The simulations contributed to positive changes for task and efficiencies, team interactions, and overall functionality of the team. The studies demonstrated that simulation can be used in healthcare to define safe spaces to practice, reflect, and develop collaborative relationships, which contribute to the realization of a culture of safety.

  5. Muscle activity and mood state during simulated plant factory work in individuals with cervical spinal cord injury

    PubMed Central

    Okahara, Satoshi; Kataoka, Masataka; Okuda, Kuniharu; Shima, Masato; Miyagaki, Keiko; Ohara, Hitoshi

    2016-01-01

    [Purpose] The present study investigated the physical and mental effects of plant factory work in individuals with cervical spinal cord injury and the use of a newly developed agricultural working environment. [Subjects] Six males with C5–C8 spinal cord injuries and 10 healthy volunteers participated. [Methods] Plant factory work involved three simulated repetitive tasks: sowing, transplantation, and harvesting. Surface electromyography was performed in the dominant upper arm, upper trapezius, anterior deltoid, and biceps brachii muscles. Subjects’ moods were monitored using the Profile of Mood States. [Results] Five males with C6–C8 injuries performed the same tasks as healthy persons; a male with a C5 injury performed fewer repetitions of tasks because it took longer. Regarding muscle activity during transplantation and harvesting, subjects with spinal cord injury had higher values for the upper trapezius and anterior deltoid muscles compared with healthy persons. The Profile of Mood States vigor scores were significantly higher after tasks in subjects with spinal cord injury. [Conclusion] Individuals with cervical spinal cord injury completed the plant factory work, though it required increased time and muscle activity. For individuals with C5–C8 injuries, it is necessary to develop an appropriate environment and assistive devices to facilitate their work. PMID:27134377

  6. Virtual reality in the assessment of selected cognitive function after brain injury.

    PubMed

    Zhang, L; Abreu, B C; Masel, B; Scheibel, R S; Christiansen, C H; Huddleston, N; Ottenbacher, K J

    2001-08-01

    To assess selected cognitive functions of persons with traumatic brain injury using a computer-simulated virtual reality environment. A computer-simulated virtual kitchen was used to assess the ability of 30 patients with brain injury and 30 volunteers without brain injury to process and sequence information. The overall assessment score was based on the number of correct responses and the time needed to complete daily living tasks. Identical daily living tasks were tested and scored in participants with and without brain injury. Each subject was evaluated twice within 7 to 10 days. A total of 30 tasks were categorized as follows: information processing, problem solving, logical sequencing, and speed of responding. Persons with brain injuries consistently demonstrated a significant decrease in the ability to process information (P = 0.04-0.01), identify logical sequencing (P = 0.04-0.01), and complete the overall assessment (P < 0.01), compared with volunteers without brain injury. The time needed to process tasks, representing speed of cognitive responding, was also significantly different between the two groups (P < 0.01). A computer-generated virtual reality environment represents a reproducible tool to assess selected cognitive functions and can be used as a supplement to traditional rehabilitation assessment in persons with acquired brain injury.

  7. Task performance in virtual environments used for cognitive rehabilitation after traumatic brain injury.

    PubMed

    Christiansen, C; Abreu, B; Ottenbacher, K; Huffman, K; Masel, B; Culpepper, R

    1998-08-01

    This report describes a reliability study using a prototype computer-simulated virtual environment to assess basic daily living skills in a sample of persons with traumatic brain injury (TBI). The benefits of using virtual reality in training for situations where safety is a factor have been established in defense and industry, but have not been demonstrated in rehabilitation. Thirty subjects with TBI receiving comprehensive rehabilitation services at a residential facility. An immersive virtual kitchen was developed in which a meal preparation task involving multiple steps could be performed. The prototype was tested using subjects who completed the task twice within 7 days. The stability of performance was estimated using intraclass correlation coefficients (ICCs). The ICC value for total performance based on all steps involved in the meal preparation task was .73. When three items with low variance were removed the ICC improved to .81. Little evidence of vestibular optical side-effects was noted in the subjects tested. Adequate initial reliability exists to continue development of the environment as an assessment and training prototype for persons with brain injury.

  8. Wireless Channel Characterization in the Airport Surface Environment

    NASA Technical Reports Server (NTRS)

    Neville, Joshua T.

    2004-01-01

    Given the anticipated increase in air traffic in the coming years, modernization of the National Airspace System (NAS) is a necessity. Part of this modernization effort will include updating current communication, navigation, and surveillance (CNS) systems to deal with the increased traffic as well as developing advanced CNS technologies for the systems. An example of such technology is the integrated CNS (ICNS) network being developed by the Advanced CNS Architecture and Systems Technology (ACAST) group for use in the airport surface environment. The ICNS network would be used to convey voice/data between users in a secure and reliable manner. The current surface system only supports voice and does so through an obsolete physical infrastructure. The old system is vulnerable to outages and costly to maintain. The proposed ICNS network will include a wireless radio link. To ensure optimal performance, a thorough and accurate characterization of the channel across which the link would operate is necessary. The channel is the path the signal takes from the transmitter to the receiver and is prone to various forms of interference. Channel characterization involves a combination of analysis, simulation, and measurement. My work this summer was divided into four tasks. The first task required compiling and reviewing reference material that dealt with the characterization and modeling of aeronautical channels. The second task involved developing a systematic approach that could be used to group airports into classes, e.g. small airfields, medium airports, large open airports, large cluttered airports, etc. The third task consisted of implementing computer simulations of existing channel models. The fourth task entailed measuring possible interference sources in the airport surface environment via a spectrum analyzer.

  9. Development of microgravity, full body functional reach envelope using 3-D computer graphic models and virtual reality technology

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1994-01-01

    In microgravity conditions mobility is greatly enhanced and body stability is difficult to achieve. Because of these difficulties, optimum placement and accessibility of objects and controls can be critical to required tasks on board shuttle flights or on the proposed space station. Anthropometric measurement of the maximum reach of occupants of a microgravity environment provide knowledge about maximum functional placement for tasking situations. Calculations for a full body, functional reach envelope for microgravity environments are imperative. To this end, three dimensional computer modeled human figures, providing a method of anthropometric measurement, were used to locate the data points that define the full body, functional reach envelope. Virtual reality technology was utilized to enable an occupant of the microgravity environment to experience movement within the reach envelope while immersed in a simulated microgravity environment.

  10. Efficient radiologic reading environment by using an open-source macro program as connection software.

    PubMed

    Lee, Young Han

    2012-01-01

    The objectives are (1) to introduce an easy open-source macro program as connection software and (2) to illustrate the practical usages in radiologic reading environment by simulating the radiologic reading process. The simulation is a set of radiologic reading process to do a practical task in the radiologic reading room. The principal processes are: (1) to view radiologic images on the Picture Archiving and Communicating System (PACS), (2) to connect the HIS/EMR (Hospital Information System/Electronic Medical Record) system, (3) to make an automatic radiologic reporting system, and (4) to record and recall information of interesting cases. This simulation environment was designed by using open-source macro program as connection software. The simulation performed well on the Window-based PACS workstation. Radiologists practiced the steps of the simulation comfortably by utilizing the macro-powered radiologic environment. This macro program could automate several manual cumbersome steps in the radiologic reading process. This program successfully acts as connection software for the PACS software, EMR/HIS, spreadsheet, and other various input devices in the radiologic reading environment. A user-friendly efficient radiologic reading environment could be established by utilizing open-source macro program as connection software. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  11. Helping coaches apply the principles of representative learning design: validation of a tennis specific practice assessment tool.

    PubMed

    Krause, Lyndon; Farrow, Damian; Reid, Machar; Buszard, Tim; Pinder, Ross

    2018-06-01

    Representative Learning Design (RLD) is a framework for assessing the degree to which experimental or practice tasks simulate key aspects of specific performance environments (i.e. competition). The key premise being that when practice replicates the performance environment, skills are more likely to transfer. In applied situations, however, there is currently no simple or quick method for coaches to assess the key concepts of RLD (e.g. during on-court tasks). The aim of this study was to develop a tool for coaches to efficiently assess practice task design in tennis. A consensus-based tool was developed using a 4-round Delphi process with 10 academic and 13 tennis-coaching experts. Expert consensus was reached for the inclusion of seven items, each consisting of two sub-questions related to (i) the task goal and (ii) the relevance of the task to competition performance. The Representative Practice Assessment Tool (RPAT) is proposed for use in assessing and enhancing practice task designs in tennis to increase the functional coupling between information and movement, and to maximise the potential for skill transfer to competition contexts.

  12. Report on Project Action Sheet PP05 task 3 between the U.S. Department of Energy and the Republic of Korea Ministry of Education, Science, and Technology (MEST).

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Snell, Mark Kamerer

    2013-01-01

    This report documents the results of Task 3 of Project Action Sheet PP05 between the United States Department of Energy (DOE) and the Republic of Korea (ROK) Ministry of Education, Science, and Technology (MEST) for Support with Review of an ROK Risk Evaluation Process. This task was to have Sandia National Laboratories collaborate with the Korea Institute of Nuclear Nonproliferation and Control (KINAC) on several activities concerning how to determine the Probability of Neutralization, PN, and the Probability of System Effectiveness, PE, to include: providing descriptions on how combat simulations are used to determine PN and PE; comparisons of themore » strengths and weaknesses of two neutralization models (the Neutralization.xls spreadsheet model versus the Brief Adversary Threat-Loss Estimator (BATLE) software); and demonstrating how computer simulations can be used to determine PN. Note that the computer simulation used for the demonstration was the Scenario Toolkit And Generation Environment (STAGE) simulation, which is a stand-alone synthetic tactical simulation sold by Presagis Canada Incorporated. The demonstration is provided in a separate Audio Video Interleave (.AVI) file.« less

  13. Monotony of road environment and driver fatigue: a simulator study.

    PubMed

    Thiffault, Pierre; Bergeron, Jacques

    2003-05-01

    Studies have shown that drowsiness and hypovigilance frequently occur during highway driving and that they may have serious implications in terms of accident causation. This paper focuses on the task induced factors that are involved in the development of these phenomena. A driving simulator study was conducted in order to evaluate the impact of the monotony of roadside visual stimulation using a steering wheel movement (SWM) analysis procedure. Fifty-six male subjects each drove during two different 40-min periods. In one case, roadside visual stimuli were essentially repetitive and monotonous, while in the other one, the environment contained disparate visual elements aiming to disrupt monotony without changing road geometry. Subject's driving performance was compared across these conditions in order to determine whether disruptions of monotony can have a positive effect and help alleviate driver fatigue. Results reveal an early time-on-task effect on driving performance for both driving periods and more frequent large SWM when driving in the more monotonous road environment, which implies greater fatigue and vigilance decrements. Implications in terms of environmental countermeasures for driver fatigue are discussed.

  14. Virtual Reality Training System for Anytime/Anywhere Acquisition of Surgical Skills: A Pilot Study.

    PubMed

    Zahiri, Mohsen; Booton, Ryan; Nelson, Carl A; Oleynikov, Dmitry; Siu, Ka-Chun

    2018-03-01

    This article presents a hardware/software simulation environment suitable for anytime/anywhere surgical skills training. It blends the advantages of physical hardware and task analogs with the flexibility of virtual environments. This is further enhanced by a web-based implementation of training feedback accessible to both trainees and trainers. Our training system provides a self-paced and interactive means to attain proficiency in basic tasks that could potentially be applied across a spectrum of trainees from first responder field medical personnel to physicians. This results in a powerful training tool for surgical skills acquisition relevant to helping injured warfighters.

  15. Accelerating Dust Storm Simulation by Balancing Task Allocation in Parallel Computing Environment

    NASA Astrophysics Data System (ADS)

    Gui, Z.; Yang, C.; XIA, J.; Huang, Q.; YU, M.

    2013-12-01

    Dust storm has serious negative impacts on environment, human health, and assets. The continuing global climate change has increased the frequency and intensity of dust storm in the past decades. To better understand and predict the distribution, intensity and structure of dust storm, a series of dust storm models have been developed, such as Dust Regional Atmospheric Model (DREAM), the NMM meteorological module (NMM-dust) and Chinese Unified Atmospheric Chemistry Environment for Dust (CUACE/Dust). The developments and applications of these models have contributed significantly to both scientific research and our daily life. However, dust storm simulation is a data and computing intensive process. Normally, a simulation for a single dust storm event may take several days or hours to run. It seriously impacts the timeliness of prediction and potential applications. To speed up the process, high performance computing is widely adopted. By partitioning a large study area into small subdomains according to their geographic location and executing them on different computing nodes in a parallel fashion, the computing performance can be significantly improved. Since spatiotemporal correlations exist in the geophysical process of dust storm simulation, each subdomain allocated to a node need to communicate with other geographically adjacent subdomains to exchange data. Inappropriate allocations may introduce imbalance task loads and unnecessary communications among computing nodes. Therefore, task allocation method is the key factor, which may impact the feasibility of the paralleling. The allocation algorithm needs to carefully leverage the computing cost and communication cost for each computing node to minimize total execution time and reduce overall communication cost for the entire system. This presentation introduces two algorithms for such allocation and compares them with evenly distributed allocation method. Specifically, 1) In order to get optimized solutions, a quadratic programming based modeling method is proposed. This algorithm performs well with small amount of computing tasks. However, its efficiency decreases significantly as the subdomain number and computing node number increase. 2) To compensate performance decreasing for large scale tasks, a K-Means clustering based algorithm is introduced. Instead of dedicating to get optimized solutions, this method can get relatively good feasible solutions within acceptable time. However, it may introduce imbalance communication for nodes or node-isolated subdomains. This research shows both two algorithms have their own strength and weakness for task allocation. A combination of the two algorithms is under study to obtain a better performance. Keywords: Scheduling; Parallel Computing; Load Balance; Optimization; Cost Model

  16. The effects of workload on respiratory variables in simulated flight: a preliminary study.

    PubMed

    Karavidas, Maria Katsamanis; Lehrer, Paul M; Lu, Shou-En; Vaschillo, Evgeny; Vaschillo, Bronya; Cheng, Andrew

    2010-04-01

    In this pilot study, we investigated respiratory activity and end-tidal carbon dioxide (P(et)CO(2)) during exposure to varying levels of work load in a simulated flight environment. Seven pilots (age: 34-60) participated in a one-session test on the Boeing 737-800 simulator. Physiological data were collected while pilots wore an ambulatory multi-channel recording device. Respiratory variables, including inductance plethysmography (respiratory pattern) and pressure of end-tidal carbon dioxide (P(et)CO(2)), were collected demonstrating change in CO(2) levels proportional to changes in flight task workload. Pilots performed a set of simulation flight tasks. Pilot performance was rated for each task by a test pilot; and self-report of workload was taken using the NASA-TLX scale. Mixed model analysis revealed that respiration rate and minute ventilation are significantly associated with workload levels and evaluator scores controlling for "vanilla baseline" condition. Hypocapnia exclusively occurred in tasks where pilots performed more poorly. This study was designed as a preliminary investigation in order to develop a psychophysiological assessment methodology, rather than to offer conclusive findings. The results show that the respiratory system is very reactive to high workload conditions in aviation and suggest that hypocapnia may pose a flight safety risk under some circumstances. Copyright © 2010 Elsevier B.V. All rights reserved.

  17. Closed-Loop Neuromorphic Benchmarks

    PubMed Central

    Stewart, Terrence C.; DeWolf, Travis; Kleinhans, Ashley; Eliasmith, Chris

    2015-01-01

    Evaluating the effectiveness and performance of neuromorphic hardware is difficult. It is even more difficult when the task of interest is a closed-loop task; that is, a task where the output from the neuromorphic hardware affects some environment, which then in turn affects the hardware's future input. However, closed-loop situations are one of the primary potential uses of neuromorphic hardware. To address this, we present a methodology for generating closed-loop benchmarks that makes use of a hybrid of real physical embodiment and a type of “minimal” simulation. Minimal simulation has been shown to lead to robust real-world performance, while still maintaining the practical advantages of simulation, such as making it easy for the same benchmark to be used by many researchers. This method is flexible enough to allow researchers to explicitly modify the benchmarks to identify specific task domains where particular hardware excels. To demonstrate the method, we present a set of novel benchmarks that focus on motor control for an arbitrary system with unknown external forces. Using these benchmarks, we show that an error-driven learning rule can consistently improve motor control performance across a randomly generated family of closed-loop simulations, even when there are up to 15 interacting joints to be controlled. PMID:26696820

  18. The Impact of Automation Reliability and Operator Fatigue on Performance and Reliance

    DTIC Science & Technology

    2016-09-23

    Matthews1 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER H0HJ (53290813) 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8... performance . Reliability Reliability of automation is a key factor in an operator’s reliance on automation. Previous work has shown that... Performance in a complex multiple-task environment during a laboratory-based simulation of occasional night work . Human Factors: The Journal of the

  19. Advanced Maintenance Simulation by Means of Hand-Based Haptic Interfaces

    NASA Astrophysics Data System (ADS)

    Nappi, Michele; Paolino, Luca; Ricciardi, Stefano; Sebillo, Monica; Vitiello, Giuliana

    Aerospace industry has been involved in virtual simulation for design and testing since the birth of virtual reality. Today this industry is showing a growing interest in the development of haptic-based maintenance training applications, which represent the most advanced way to simulate maintenance and repair tasks within a virtual environment by means of a visual-haptic approach. The goal is to allow the trainee to experiment the service procedures not only as a workflow reproduced at a visual level but also in terms of the kinaesthetic feedback involved with the manipulation of tools and components. This study, conducted in collaboration with aerospace industry specialists, is aimed to the development of an immersive virtual capable of immerging the trainees into a virtual environment where mechanics and technicians can perform maintenance simulation or training tasks by directly manipulating 3D virtual models of aircraft parts while perceiving force feedback through the haptic interface. The proposed system is based on ViRstperson, a virtual reality engine under development at the Italian Center for Aerospace Research (CIRA) to support engineering and technical activities such as design-time maintenance procedure validation, and maintenance training. This engine has been extended to support haptic-based interaction, enabling a more complete level of interaction, also in terms of impedance control, and thus fostering the development of haptic knowledge in the user. The user’s “sense of touch” within the immersive virtual environment is simulated through an Immersion CyberForce® hand-based force-feedback device. Preliminary testing of the proposed system seems encouraging.

  20. Brain-wave measures of workload in advanced cockpits: The transition of technology from laboratory to cockpit simulator, phase 2

    NASA Technical Reports Server (NTRS)

    Horst, Richard L.; Mahaffey, David L.; Munson, Robert C.

    1989-01-01

    The present Phase 2 small business innovation research study was designed to address issues related to scalp-recorded event-related potential (ERP) indices of mental workload and to transition this technology from the laboratory to cockpit simulator environments for use as a systems engineering tool. The project involved five main tasks: (1) Two laboratory studies confirmed the generality of the ERP indices of workload obtained in the Phase 1 study and revealed two additional ERP components related to workload. (2) A task analysis' of flight scenarios and pilot tasks in the Advanced Concepts Flight Simulator (ACFS) defined cockpit events (i.e., displays, messages, alarms) that would be expected to elicit ERPs related to workload. (3) Software was developed to support ERP data analysis. An existing ARD-proprietary package of ERP data analysis routines was upgraded, new graphics routines were developed to enhance interactive data analysis, and routines were developed to compare alternative single-trial analysis techniques using simulated ERP data. (4) Working in conjunction with NASA Langley research scientists and simulator engineers, preparations were made for an ACFS validation study of ERP measures of workload. (5) A design specification was developed for a general purpose, computerized, workload assessment system that can function in simulators such as the ACFS.

  1. Current target acquisition methodology in force on force simulations

    NASA Astrophysics Data System (ADS)

    Hixson, Jonathan G.; Miller, Brian; Mazz, John P.

    2017-05-01

    The U.S. Army RDECOM CERDEC NVESD MSD's target acquisition models have been used for many years by the military community in force on force simulations for training, testing, and analysis. There have been significant improvements to these models over the past few years. The significant improvements are the transition of ACQUIRE TTP-TAS (ACQUIRE Targeting Task Performance Target Angular Size) methodology for all imaging sensors and the development of new discrimination criteria for urban environments and humans. This paper is intended to provide an overview of the current target acquisition modeling approach and provide data for the new discrimination tasks. This paper will discuss advances and changes to the models and methodologies used to: (1) design and compare sensors' performance, (2) predict expected target acquisition performance in the field, (3) predict target acquisition performance for combat simulations, and (4) how to conduct model data validation for combat simulations.

  2. A virtual work space for both hands manipulation with coherency between kinesthetic and visual sensation

    NASA Technical Reports Server (NTRS)

    Ishii, Masahiro; Sukanya, P.; Sato, Makoto

    1994-01-01

    This paper describes the construction of a virtual work space for tasks performed by two handed manipulation. We intend to provide a virtual environment that encourages users to accomplish tasks as they usually act in a real environment. Our approach uses a three dimensional spatial interface device that allows the user to handle virtual objects by hand and be able to feel some physical properties such as contact, weight, etc. We investigated suitable conditions for constructing our virtual work space by simulating some basic assembly work, a face and fit task. We then selected the conditions under which the subjects felt most comfortable in performing this task and set up our virtual work space. Finally, we verified the possibility of performing more complex tasks in this virtual work space by providing simple virtual models and then let the subjects create new models by assembling these components. The subjects can naturally perform assembly operations and accomplish the task. Our evaluation shows that this virtual work space has the potential to be used for performing tasks that require two-handed manipulation or cooperation between both hands in a natural manner.

  3. When Does Diversity Trump Ability (and Vice Versa) in Group Decision Making? A Simulation Study

    PubMed Central

    Luan, Shenghua; Katsikopoulos, Konstantinos V.; Reimer, Torsten

    2012-01-01

    It is often unclear which factor plays a more critical role in determining a group's performance: the diversity among members of the group or their individual abilities. In this study, we addressed this “diversity vs. ability” issue in a decision-making task. We conducted three simulation studies in which we manipulated agents' individual ability (or accuracy, in the context of our investigation) and group diversity by varying (1) the heuristics agents used to search task-relevant information (i.e., cues); (2) the size of their groups; (3) how much they had learned about a good cue search order; and (4) the magnitude of errors in the information they searched. In each study, we found that a manipulation reducing agents' individual accuracy simultaneously increased their group's diversity, leading to a conflict between the two. These conflicts enabled us to identify certain conditions under which diversity trumps individual accuracy, and vice versa. Specifically, we found that individual accuracy is more important in task environments in which cues differ greatly in the quality of their information, and diversity matters more when such differences are relatively small. Changing the size of a group and the amount of learning by an agent had a limited impact on this general effect of task environment. Furthermore, we found that a group achieves its highest accuracy when there is an intermediate amount of errors in the cue information, regardless of the environment and the heuristic used, an effect that we believe has not been previously reported and warrants further investigation. PMID:22359562

  4. Providing Adaptation and Guidance for Design Learning by Problem Solving: The Design Planning Approach in DomoSim-TPC Environment

    ERIC Educational Resources Information Center

    Redondo, Miguel A.; Bravo, Crescencio; Ortega, Manuel; Verdejo, M. Felisa

    2007-01-01

    Experimental learning environments based on simulation usually require monitoring and adaptation to the actions the users carry out. Some systems provide this functionality, but they do so in a way which is static or cannot be applied to problem solving tasks. In response to this problem, we propose a method based on the use of intermediate…

  5. NEEMO 18-20: Analog Testing for Mitigation of Communication Latency During Human Space Exploration

    NASA Technical Reports Server (NTRS)

    Chappell, Steven P.; Beaton, Kara H.; Miller, Matthew J.; Graff, Trevor G.; Abercromby, Andrew F. J.; Gernhardt, Michael L.; Halcon, Christopher

    2016-01-01

    NASA Extreme Environment Mission Operations (NEEMO) is an underwater spaceflight analog that allows a true mission-like operational environment and uses buoyancy effects and added weight to simulate different gravity levels. Three missions were undertaken from 2014-2015, NEEMO's 18-20. All missions were performed at the Aquarius undersea research habitat. During each mission, the effects of communication latencies on operations concepts, timelines, and tasks were studied. METHODS: Twelve subjects (4 per mission) were weighed out to simulate near-zero or partial gravity extravehicular activity (EVA) and evaluated different operations concepts for integration and management of a simulated Earth-based science team (ST) to provide input and direction during exploration activities. Exploration traverses were preplanned based on precursor data. Subjects completed science-related tasks including pre-sampling surveys, geologic-based sampling, and marine-based sampling as a portion of their tasks on saturation dives up to 4 hours in duration that were designed to simulate extravehicular activity (EVA) on Mars or the moons of Mars. One-way communication latencies, 5 and 10 minutes between space and mission control, were simulated throughout the missions. Objective data included task completion times, total EVA times, crew idle time, translation time, ST assimilation time (defined as time available for ST to discuss data/imagery after data acquisition). Subjective data included acceptability, simulation quality, capability assessment ratings, and comments. RESULTS: Precursor data can be used effectively to plan and execute exploration traverse EVAs (plans included detailed location of science sites, high-fidelity imagery of the sites, and directions to landmarks of interest within a site). Operations concepts that allow for pre-sampling surveys enable efficient traverse execution and meaningful Mission Control Center (MCC) interaction across communication latencies and can be done with minimal crew idle time. Imagery and contextual information from the EVA crew that is transmitted real-time to the intravehicular (IV) crewmember(s) can be used to verify that exploration traverse plans are being executed correctly. That same data can be effectively used by MCC (across comm latency) to provide meaningful feedback and instruction to the crew regarding sampling priorities, additional tasks, and changes to the EVA timeline. Text / data capabilities are preferred over voice capabilities between MCC and IV when executing exploration traverse plans over communication latency.

  6. Lessons Learned from Performance Testing of Humans in Spacesuits in Simulated Reduced Gravity

    NASA Technical Reports Server (NTRS)

    Norcross, Jason R.; Chappell, Steven P.; Gernhardt, Michael L.

    2010-01-01

    Introduction: The overarching objective of the Integrated Suit Test (IST) series is to evaluate suited human performance using reduced-gravity analogs and learn what aspects of an EVA suit system affect human performance. For this objective to be successfully achieved, the testing methodology should be valid and reproducible, and the partial-gravity simulations must be as accurate and realistic as possible. Objectives: To highlight some of the key lessons learned about partial-gravity analogs and testing methodology, and to suggest considerations for optimizing the effectiveness and quality of results of future tests. Methods: Performance testing of suited and unsuited subjects was undertaken in different reduced-gravity analogs including the Space Vehicle Mockup Facility s Partial Gravity Simulator (POGO), parabolic flight on the C-9 aircraft, underwater environments including NASA s Extreme Environment Mission Operations (NEEMO) and the Neutral Buoyancy Lab (NBL), and in field analogs including Desert Research and Technology Studies (RATS), the Haughton Mars Project (HMP), and the JSC Rock Pile. Subjects performed level walking, incline/decline walking, running, shoveling, picking up and transferring rocks, kneeling/standing, and task boards. Lessons Learned Analogs: No single analog will properly simulate all aspects of the true partial-gravity environment. The POGO is an ideal environment from the standpoint that there are no time limits or significant volumetric constraints, but it does have several limitations. It allows only 2 translational degrees of freedom (DOF) and applies true partial-gravity offload only through the subject s center of gravity (CG). Also, when a subject is doing non-stationary tasks, significant overhead inertia from the lift column seems to have a negative impact on performance. Parabolic flight allows full translational and rotational DOF and applies offload to all parts of the body, but the simulation lasts less than 30 seconds. When this is coupled with the volumetric constraints of the plane, both task selection and data collection options are significantly limited. The underwater environments also allow all 6 DOF and allow off-loading to be applied throughout the body, but the data collection capabilities are limited to little more than subjective ratings. In addition, water drag negatively affects performance of tasks requiring dynamic motion. Field analogs provide the ability to simulate lunar terrain and more realistic mission-like objectives, but all of them operate at 1-g, so suited human performance testing generally must utilize a reduced-mass or "mockup" suit, depending on study objectives. In general, the ground-based overhead-suspension partial-gravity analogs like POGO allow the most diverse data collection methods possible while still simulating partial gravity. However, as currently designed, the POGO has significant limitations. Design of the Active Response Gravity Offload System (ARGOS) has begun and is focusing on adding full x,y,z translational DOF, improved offload accuracy, increased lift capacity, and active control of the x and y axes to minimize offload system inertia. Additionally, a new gimbal is being designed to reduce mass and inertia and to be able to work with different suits, as the current gimbal only supports suited testing with the Mark III Technology Demonstrator Suit (MKIII).

  7. Symptoms elicited in persons with vestibular dysfunction while performing gaze movements in optic flow environments

    PubMed Central

    Whitney, Susan L.; Sparto, Patrick J.; Cook, James R.; Redfern, Mark S.; Furman, Joseph M.

    2016-01-01

    Introduction People with vestibular disorders often experience space and motion discomfort when exposed to moving or highly textured visual scenes. The purpose of this study was to measure the type and severity of symptoms in people with vestibular dysfunction during coordinated head and eye movements in optic flow environments. Methods Seven subjects with vestibular disorders and 25 controls viewed four different full-field optic flow environments on six different visits. The optic flow environments consisted of textures with various contrasts and spatial frequencies. Subjects performed 8 gaze movement tasks, including eye saccades, gaze saccades, and gaze stabilization tasks. Subjects reported symptoms using Subjective Units of Discomfort (SUD) and the Simulator Sickness Questionnaire (SSQ). Self-reported dizziness handicap and space and motion discomfort were also measured. Results/ Conclusion Subjects with vestibular disorders had greater discomfort and experienced greater oculomotor and disorientation symptoms. The magnitude of the symptoms increased during each visit, but did not depend on the optic flow condition. Subjects who reported greater dizziness handicap and space motion discomfort had greater severity of symptoms during the experiment. Symptoms of fatigue, difficulty focusing, and dizziness during the experiment were evident. Compared with controls, subjects with vestibular disorders had less head movement during the gaze saccade tasks. Overall, performance of gaze pursuit and gaze stabilization tasks in moving visual environments elicited greater symptoms in subjects with vestibular disorders compared with healthy subjects. PMID:23549055

  8. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    NASA Technical Reports Server (NTRS)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  9. Effects of Hearing Loss on Dual-Task Performance in an Audiovisual Virtual Reality Simulation of Listening While Walking.

    PubMed

    Lau, Sin Tung; Pichora-Fuller, M Kathleen; Li, Karen Z H; Singh, Gurjit; Campos, Jennifer L

    2016-07-01

    Most activities of daily living require the dynamic integration of sights, sounds, and movements as people navigate complex environments. Nevertheless, little is known about the effects of hearing loss (HL) or hearing aid (HA) use on listening during multitasking challenges. The objective of the current study was to investigate the effect of age-related hearing loss (ARHL) on word recognition accuracy in a dual-task experiment. Virtual reality (VR) technologies in a specialized laboratory (Challenging Environment Assessment Laboratory) were used to produce a controlled and safe simulated environment for listening while walking. In a simulation of a downtown street intersection, participants completed two single-task conditions, listening-only (standing stationary) and walking-only (walking on a treadmill to cross the simulated intersection with no speech presented), and a dual-task condition (listening while walking). For the listening task, they were required to recognize words spoken by a target talker when there was a competing talker. For some blocks of trials, the target talker was always located at 0° azimuth (100% probability condition); for other blocks, the target talker was more likely (60% of trials) to be located at the center (0° azimuth) and less likely (40% of trials) to be located at the left (270° azimuth). The participants were eight older adults with bilateral HL (mean age = 73.3 yr, standard deviation [SD] = 8.4; three males) who wore their own HAs during testing and eight controls with normal hearing (NH) thresholds (mean age = 69.9 yr, SD = 5.4; two males). No participant had clinically significant visual, cognitive, or mobility impairments. Word recognition accuracy and kinematic parameters (head and trunk angles, step width and length, stride time, cadence) were analyzed using mixed factorial analysis of variances with group as a between-subjects factor. Task condition (single versus dual) and probability (100% versus 60%) were within-subject factors. In analyses of the 60% listening condition, spatial expectation (likely versus unlikely) was a within-subject factor. Differences between groups in age and baseline measures of hearing, mobility, and cognition were tested using t tests. The NH group had significantly better word recognition accuracy than the HL group. Both groups performed better when the probability was higher and the target location more likely. For word recognition, dual-task costs for the HL group did not depend on condition, whereas the NH group demonstrated a surprising dual-task benefit in conditions with lower probability or spatial expectation. For the kinematic parameters, both groups demonstrated a more upright and less variable head position and more variable trunk position during dual-task conditions compared to the walking-only condition, suggesting that safe walking was prioritized. The HL group demonstrated more overall stride time variability than the NH group. This study provides new knowledge about the effects of ARHL, HA use, and aging on word recognition when individuals also perform a mobility-related task that is typically experienced in everyday life. This research may help inform the development of more effective function-based approaches to assessment and intervention for people who are hard-of-hearing. American Academy of Audiology.

  10. Auditory Attention and Comprehension During a Simulated Night Shift: Effects of Task Characteristics.

    PubMed

    Pilcher, June J; Jennings, Kristen S; Phillips, Ginger E; McCubbin, James A

    2016-11-01

    The current study investigated performance on a dual auditory task during a simulated night shift. Night shifts and sleep deprivation negatively affect performance on vigilance-based tasks, but less is known about the effects on complex tasks. Because language processing is necessary for successful work performance, it is important to understand how it is affected by night work and sleep deprivation. Sixty-two participants completed a simulated night shift resulting in 28 hr of total sleep deprivation. Performance on a vigilance task and a dual auditory language task was examined across four testing sessions. The results indicate that working at night negatively impacts vigilance, auditory attention, and comprehension. The effects on the auditory task varied based on the content of the auditory material. When the material was interesting and easy, the participants performed better. Night work had a greater negative effect when the auditory material was less interesting and more difficult. These findings support research that vigilance decreases during the night. The results suggest that auditory comprehension suffers when individuals are required to work at night. Maintaining attention and controlling effort especially on passages that are less interesting or more difficult could improve performance during night shifts. The results from the current study apply to many work environments where decision making is necessary in response to complex auditory information. Better predicting the effects of night work on language processing is important for developing improved means of coping with shiftwork. © 2016, Human Factors and Ergonomics Society.

  11. Effects of glovebox gloves on grip and key pinch strength and contact forces for simulated manual operations with three commonly used hand tools.

    PubMed

    Sung, Peng-Cheng

    2014-01-01

    This study examined the effects of glovebox gloves for 11 females on maximum grip and key pinch strength and on contact forces generated from simulated tasks of a roller, a pair of tweezers and a crescent wrench. The independent variables were gloves fabricated of butyl, CSM/hypalon and neoprene materials; two glove thicknesses; and layers of gloves worn including single, double and triple gloving. CSM/hypalon and butyl gloves produced greater grip strength than the neoprene gloves. CSM/hypalon gloves also lowered contact forces for roller and wrench tasks. Single gloving and thin gloves improved hand strength performances. However, triple layers lowered contact forces for all tasks. Based on the evaluating results, selection and design recommendations of gloves for three hand tools were provided to minimise the effects on hand strength and optimise protection of the palmar hand in glovebox environments. To improve safety and health in the glovebox environments where gloves usage is a necessity, this study provides recommendations for selection and design of glovebox gloves for three hand tools including a roller, a pair of tweezers and a crescent wrench based on the results discovered in the experiments.

  12. Ergonomics and human factors in endoscopic surgery: a comparison of manual vs telerobotic simulation systems.

    PubMed

    Lee, E C; Rafiq, A; Merrell, R; Ackerman, R; Dennerlein, J T

    2005-08-01

    Minimally invasive surgical techniques expose surgeons to a variety of occupational hazards that may promote musculoskeletal disorders. Telerobotic systems for minimally invasive surgery may help to reduce these stressors. The objective of this study was to compare manual and telerobotic endoscopic surgery in terms of postural and mental stress. Thirteen participants with no experience as primary surgeons in endoscopic surgery performed a set of simulated surgical tasks using two different techniques--a telerobotic master--slave system and a manual endoscopic surgery system. The tasks consisted of passing a soft spherical object through a series of parallel rings, suturing along a line 5-cm long, running a 32-in ribbon, and cannulation. The Job Strain Index (JSI) and Rapid Upper Limb Assessment (RULA) were used to quantify upper extremity exposure to postural and force risk factors. Task duration was quantified in seconds. A questionnaire provided measures of the participants' intuitiveness and mental stress. The JSI and RULA scores for all four tasks were significantly lower for the telerobotic technique than for the manual one. Task duration was significantly longer for telerobotic than for manual tasks. Participants reported that the telerobotic technique was as intuitive as, and no more stressful than, the manual technique. Given identical tasks, the time to completion is longer using the telerobotic technique than its manual counterpart. For the given simulated tasks in the laboratory setting, the better scores for the upper extremity postural analysis indicate that telerobotic surgery provides a more comfortable environment for the surgeon without any additional mental stress.

  13. STS-55 MS3 Harris, wearing EMU and CCA, prepares for EVA simulation at JSC WETF

    NASA Technical Reports Server (NTRS)

    1991-01-01

    STS-55 Columbia, Orbiter Vehicle (OV) 102, Mission Specialist 3 (MS3) Bernard A. Harris, Jr, suited in the extravehicular mobility unit (EMU) upper torso and communications carrier assembly (CCA), smiles as he prepares for an underwater simulation in JSC's Weightless Environment Training Facility (WETF) Bldg 29 pool. This portrait-like view captures Harris as he checks out his communications equipment. Once fully suited, Harris will be lowered into the WETF's 25-foot deep pool for an underwater contingency extravehicular activity (EVA) simulation. There is no scheduled EVA for the 1993 flight but each spaceflight crew includes astronauts trained for a variety of contingency tasks that could require exiting the shirt-sleeve environment of a Shuttle's cabin.

  14. Demonstration of the Low-Cost Virtual Collaborative Environment (VCE)

    NASA Technical Reports Server (NTRS)

    Bowers, David; Montes, Leticia; Ramos, Angel; Joyce, Brendan; Lumia, Ron

    1997-01-01

    This paper demonstrates the feasibility of a low-cost approach of remotely controlling equipment. Our demonstration system consists of a PC, the PUMA 560 robot with Barrett hand, and commercially available controller and teleconferencing software. The system provides a graphical user interface which allows a user to program equipment tasks and preview motions i.e., simulate the results. Once satisfied that the actions are both safe and accomplish the task, the remote user sends the data over the Internet to the local site for execution on the real equipment. A video link provides visual feedback to the remote sight. This technology lends itself readily to NASA's upcoming Mars expeditions by providing remote simulation and control of equipment.

  15. Evaluating an immersive virtual environment prototyping and simulation system

    NASA Astrophysics Data System (ADS)

    Nemire, Kenneth

    1997-05-01

    An immersive virtual environment (IVE) modeling and simulation tool is being developed for designing advanced weapon and training systems. One unique feature of the tool is that the design, and not just visualization of the design is accomplished with the IVE tool. Acceptance of IVE tools requires comparisons with current commercial applications. In this pilot study, expert users of a popular desktop 3D graphics application performed identical modeling and simulation tasks using both the desktop and IVE applications. The IVE tool consisted of a head-mounted display, 3D spatialized sound, spatial trackers on head and hands, instrumented gloves, and a simulated speech recognition system. The results are preliminary because performance from only four users has been examined. When using the IVE system, users completed the tasks to criteria in less time than when using the desktop application. Subjective ratings of the visual displays in each system were similar. Ratings for the desktop controls were higher than for the IVE controls. Ratings of immersion and user enjoyment were higher for the IVE than for the desktop application. These results are particular remarkable because participants had used the desktop application regularly for three to five years and the prototype IVE tool for only three to six hours.

  16. Granular Simulation of NEO Anchoring

    NASA Technical Reports Server (NTRS)

    Mazhar, Hammad

    2011-01-01

    NASA is interested in designing a spacecraft capable of visiting a Near Earth Object (NEO), performing experiments, and then returning safely. Certain periods of this mission will require the spacecraft to remain stationary relative to the NEO. Such situations require an anchoring mechanism that is compact, easy to deploy and upon mission completion, easily removed. The design philosophy used in the project relies on the simulation capability of a multibody dynamics physics engine. On Earth it is difficult to create low gravity conditions and testing in low gravity environments, whether artificial or in space is costly and therefore not feasible. Through simulation, gravity can be controlled with great accuracy, making it ideally suited to analyze the problem at hand. Using Chrono::Engine [1], a simulation package capable of utilizing massively parallel GPU hardware, several validation experiments will be performed. Once there is sufficient confidence, modeling of the NEO regolith interaction will begin after which the anchor tests will be performed and analyzed. The outcome of this task is a study with an analysis of several different anchor designs, along with a recommendation on which anchor is better suited to the task of anchoring. With the anchors tested against a range of parameters relating to soil, environment and anchor penetration angles/velocities on a NEO.

  17. Human Engineering Modeling and Performance Lab Study Project

    NASA Technical Reports Server (NTRS)

    Oliva-Buisson, Yvette J.

    2014-01-01

    The HEMAP (Human Engineering Modeling and Performance) Lab is a joint effort between the Industrial and Human Engineering group and the KAVE (Kennedy Advanced Visualiations Environment) group. The lab consists of sixteen camera system that is used to capture human motions and operational tasks, through te use of a Velcro suit equipped with sensors, and then simulate these tasks in an ergonomic software package know as Jac, The Jack software is able to identify the potential risk hazards.

  18. A High-Fidelity Batch Simulation Environment for Integrated Batch and Piloted Air Combat Simulation Analysis

    NASA Technical Reports Server (NTRS)

    Goodrich, Kenneth H.; McManus, John W.; Chappell, Alan R.

    1992-01-01

    A batch air combat simulation environment known as the Tactical Maneuvering Simulator (TMS) is presented. The TMS serves as a tool for developing and evaluating tactical maneuvering logics. The environment can also be used to evaluate the tactical implications of perturbations to aircraft performance or supporting systems. The TMS is capable of simulating air combat between any number of engagement participants, with practical limits imposed by computer memory and processing power. Aircraft are modeled using equations of motion, control laws, aerodynamics and propulsive characteristics equivalent to those used in high-fidelity piloted simulation. Databases representative of a modern high-performance aircraft with and without thrust-vectoring capability are included. To simplify the task of developing and implementing maneuvering logics in the TMS, an outer-loop control system known as the Tactical Autopilot (TA) is implemented in the aircraft simulation model. The TA converts guidance commands issued by computerized maneuvering logics in the form of desired angle-of-attack and wind axis-bank angle into inputs to the inner-loop control augmentation system of the aircraft. This report describes the capabilities and operation of the TMS.

  19. Toward a better understanding of task demands, workload, and performance during physician-computer interactions.

    PubMed

    Mazur, Lukasz M; Mosaly, Prithima R; Moore, Carlton; Comitz, Elizabeth; Yu, Fei; Falchook, Aaron D; Eblan, Michael J; Hoyle, Lesley M; Tracton, Gregg; Chera, Bhishamjit S; Marks, Lawrence B

    2016-11-01

    To assess the relationship between (1) task demands and workload, (2) task demands and performance, and (3) workload and performance, all during physician-computer interactions in a simulated environment. Two experiments were performed in 2 different electronic medical record (EMR) environments: WebCIS (n = 12) and Epic (n = 17). Each participant was instructed to complete a set of prespecified tasks on 3 routine clinical EMR-based scenarios: urinary tract infection (UTI), pneumonia (PN), and heart failure (HF). Task demands were quantified using behavioral responses (click and time analysis). At the end of each scenario, subjective workload was measured using the NASA-Task-Load Index (NASA-TLX). Physiological workload was measured using pupillary dilation and electroencephalography (EEG) data collected throughout the scenarios. Performance was quantified based on the maximum severity of omission errors. Data analysis indicated that the PN and HF scenarios were significantly more demanding than the UTI scenario for participants using WebCIS (P < .01), and that the PN scenario was significantly more demanding than the UTI and HF scenarios for participants using Epic (P < .01). In both experiments, the regression analysis indicated a significant relationship only between task demands and performance (P < .01). Results suggest that task demands as experienced by participants are related to participants' performance. Future work may support the notion that task demands could be used as a quality metric that is likely representative of performance, and perhaps patient outcomes. The present study is a reasonable next step in a systematic assessment of how task demands and workload are related to performance in EMR-evolving environments. © The Author 2016. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  20. Assessment of Spatial Navigation and Docking Performance During Simulated Rover Tasks

    NASA Technical Reports Server (NTRS)

    Wood, S. J.; Dean, S. L.; De Dios, Y. E.; Moore, S. T.

    2010-01-01

    INTRODUCTION: Following long-duration exploration transits, pressurized rovers will enhance surface mobility to explore multiple sites across Mars and other planetary bodies. Multiple rovers with docking capabilities are envisioned to expand the range of exploration. However, adaptive changes in sensorimotor and cognitive function may impair the crew s ability to safely navigate and perform docking tasks shortly after transition to the new gravitoinertial environment. The primary goal of this investigation is to quantify post-flight decrements in spatial navigation and docking performance during a rover simulation. METHODS: Eight crewmembers returning from the International Space Station will be tested on a motion simulator during four pre-flight and three post-flight sessions over the first 8 days following landing. The rover simulation consists of a serial presentation of discrete tasks to be completed within a scheduled 10 min block. The tasks are based on navigating around a Martian outpost spread over a 970 sq m terrain. Each task is subdivided into three components to be performed as quickly and accurately as possible: (1) Perspective taking: Subjects use a joystick to indicate direction of target after presentation of a map detailing current orientation and location of the rover with the task to be performed. (2) Navigation: Subjects drive the rover to the desired location while avoiding obstacles. (3) Docking: Fine positioning of the rover is required to dock with another object or align a camera view. Overall operator proficiency will be based on how many tasks the crewmember can complete during the 10 min time block. EXPECTED RESULTS: Functionally relevant testing early post-flight will develop evidence regarding the limitations to early surface operations and what countermeasures are needed. This approach can be easily adapted to a wide variety of simulated vehicle designs to provide sensorimotor assessments for other operational and civilian populations.

  1. Extravehicular activity training and hardware design consideration

    NASA Technical Reports Server (NTRS)

    Thuot, P. J.; Harbaugh, G. J.

    1995-01-01

    Preparing astronauts to perform the many complex extravehicular activity (EVA) tasks required to assemble and maintain Space Station will be accomplished through training simulations in a variety of facilities. The adequacy of this training is dependent on a thorough understanding of the task to be performed, the environment in which the task will be performed, high-fidelity training hardware and an awareness of the limitations of each particular training facility. Designing hardware that can be successfully operated, or assembled, by EVA astronauts in an efficient manner, requires an acute understanding of human factors and the capabilities and limitations of the space-suited astronaut. Additionally, the significant effect the microgravity environment has on the crew members' capabilities has to be carefully considered not only for each particular task, but also for all the overhead related to the task and the general overhead associated with EVA. This paper will describe various training methods and facilities that will be used to train EVA astronauts for Space Station assembly and maintenance. User-friendly EVA hardware design considerations and recent EVA flight experience will also be presented.

  2. Extravehicular activity training and hardware design consideration.

    PubMed

    Thuot, P J; Harbaugh, G J

    1995-07-01

    Preparing astronauts to perform the many complex extravehicular activity (EVA) tasks required to assemble and maintain Space Station will be accomplished through training simulations in a variety of facilities. The adequacy of this training is dependent on a thorough understanding of the task to be performed, the environment in which the task will be performed, high-fidelity training hardware and an awareness of the limitations of each particular training facility. Designing hardware that can be successfully operated, or assembled, by EVA astronauts in an efficient manner, requires an acute understanding of human factors and the capabilities and limitations of the space-suited astronaut. Additionally, the significant effect the microgravity environment has on the crew members' capabilities has to be carefully considered not only for each particular task, but also for all the overhead related to the task and the general overhead associated with EVA. This paper will describe various training methods and facilities that will be used to train EVA astronauts for Space Station assembly and maintenance. User-friendly EVA hardware design considerations and recent EVA flight experience will also be presented.

  3. Program Predicts Time Courses of Human/Computer Interactions

    NASA Technical Reports Server (NTRS)

    Vera, Alonso; Howes, Andrew

    2005-01-01

    CPM X is a computer program that predicts sequences of, and amounts of time taken by, routine actions performed by a skilled person performing a task. Unlike programs that simulate the interaction of the person with the task environment, CPM X predicts the time course of events as consequences of encoded constraints on human behavior. The constraints determine which cognitive and environmental processes can occur simultaneously and which have sequential dependencies. The input to CPM X comprises (1) a description of a task and strategy in a hierarchical description language and (2) a description of architectural constraints in the form of rules governing interactions of fundamental cognitive, perceptual, and motor operations. The output of CPM X is a Program Evaluation Review Technique (PERT) chart that presents a schedule of predicted cognitive, motor, and perceptual operators interacting with a task environment. The CPM X program allows direct, a priori prediction of skilled user performance on complex human-machine systems, providing a way to assess critical interfaces before they are deployed in mission contexts.

  4. Effect of minimal/mild hearing loss on children's speech understanding in a simulated classroom.

    PubMed

    Lewis, Dawna E; Valente, Daniel L; Spalding, Jody L

    2015-01-01

    While classroom acoustics can affect educational performance for all students, the impact for children with minimal/mild hearing loss (MMHL) may be greater than for children with normal hearing (NH). The purpose of this study was to examine the effect of MMHL on children's speech recognition comprehension and looking behavior in a simulated classroom environment. It was hypothesized that children with MMHL would perform similarly to their peers with NH on the speech recognition task but would perform more poorly on the comprehension task. Children with MMHL also were expected to look toward talkers more often than children with NH. Eighteen children with MMHL and 18 age-matched children with NH participated. In a simulated classroom environment, children listened to lines from an elementary-age-appropriate play read by a teacher and four students reproduced over LCD monitors and loudspeakers located around the listener. A gyroscopic headtracking device was used to monitor looking behavior during the task. At the end of the play, comprehension was assessed by asking a series of 18 factual questions. Children also were asked to repeat 50 meaningful sentences with three key words each presented audio-only by a single talker either from the loudspeaker at 0 degree azimuth or randomly from the five loudspeakers. Both children with NH and those with MMHL performed at or near ceiling on the sentence recognition task. For the comprehension task, children with MMHL performed more poorly than those with NH. Assessment of looking behavior indicated that both groups of children looked at talkers while they were speaking less than 50% of the time. In addition, the pattern of overall looking behaviors suggested that, compared with older children with NH, a larger portion of older children with MMHL may demonstrate looking behaviors similar to younger children with or without MMHL. The results of this study demonstrate that, under realistic acoustic conditions, it is difficult to differentiate performance among children with MMHL and children with NH using a sentence recognition task. The more cognitively demanding comprehension task identified performance differences between these two groups. The comprehension task represented a condition in which the persons talking change rapidly and are not readily visible to the listener. Examination of looking behavior suggested that, in this complex task, attempting to visualize the talker may inefficiently utilize cognitive resources that would otherwise be allocated for comprehension.

  5. Can a virtual reality assessment of fine motor skill predict successful central line insertion?

    PubMed

    Mohamadipanah, Hossein; Parthiban, Chembian; Nathwani, Jay; Rutherford, Drew; DiMarco, Shannon; Pugh, Carla

    2016-10-01

    Due to the increased use of peripherally inserted central catheter lines, central lines are not performed as frequently. The aim of this study is to evaluate whether a virtual reality (VR)-based assessment of fine motor skills can be used as a valid and objective assessment of central line skills. Surgical residents (N = 43) from 7 general surgery programs performed a subclavian central line in a simulated setting. Then, they participated in a force discrimination task in a VR environment. Hand movements from the subclavian central line simulation were tracked by electromagnetic sensors. Gross movements as monitored by the electromagnetic sensors were compared with the fine motor metrics calculated from the force discrimination tasks in the VR environment. Long periods of inactivity (idle time) during needle insertion and lack of smooth movements, as detected by the electromagnetic sensors, showed a significant correlation with poor force discrimination in the VR environment. Also, long periods of needle insertion time correlated to the poor performance in force discrimination in the VR environment. This study shows that force discrimination in a defined VR environment correlates to needle insertion time, idle time, and hand smoothness when performing subclavian central line placement. Fine motor force discrimination may serve as a valid and objective assessment of the skills required for successful needle insertion when placing central lines. Copyright © 2016 Elsevier Inc. All rights reserved.

  6. Evolution of Collective Behaviors for a Real Swarm of Aquatic Surface Robots.

    PubMed

    Duarte, Miguel; Costa, Vasco; Gomes, Jorge; Rodrigues, Tiago; Silva, Fernando; Oliveira, Sancho Moura; Christensen, Anders Lyhne

    2016-01-01

    Swarm robotics is a promising approach for the coordination of large numbers of robots. While previous studies have shown that evolutionary robotics techniques can be applied to obtain robust and efficient self-organized behaviors for robot swarms, most studies have been conducted in simulation, and the few that have been conducted on real robots have been confined to laboratory environments. In this paper, we demonstrate for the first time a swarm robotics system with evolved control successfully operating in a real and uncontrolled environment. We evolve neural network-based controllers in simulation for canonical swarm robotics tasks, namely homing, dispersion, clustering, and monitoring. We then assess the performance of the controllers on a real swarm of up to ten aquatic surface robots. Our results show that the evolved controllers transfer successfully to real robots and achieve a performance similar to the performance obtained in simulation. We validate that the evolved controllers display key properties of swarm intelligence-based control, namely scalability, flexibility, and robustness on the real swarm. We conclude with a proof-of-concept experiment in which the swarm performs a complete environmental monitoring task by combining multiple evolved controllers.

  7. Evolution of Collective Behaviors for a Real Swarm of Aquatic Surface Robots

    PubMed Central

    Duarte, Miguel; Costa, Vasco; Gomes, Jorge; Rodrigues, Tiago; Silva, Fernando; Oliveira, Sancho Moura; Christensen, Anders Lyhne

    2016-01-01

    Swarm robotics is a promising approach for the coordination of large numbers of robots. While previous studies have shown that evolutionary robotics techniques can be applied to obtain robust and efficient self-organized behaviors for robot swarms, most studies have been conducted in simulation, and the few that have been conducted on real robots have been confined to laboratory environments. In this paper, we demonstrate for the first time a swarm robotics system with evolved control successfully operating in a real and uncontrolled environment. We evolve neural network-based controllers in simulation for canonical swarm robotics tasks, namely homing, dispersion, clustering, and monitoring. We then assess the performance of the controllers on a real swarm of up to ten aquatic surface robots. Our results show that the evolved controllers transfer successfully to real robots and achieve a performance similar to the performance obtained in simulation. We validate that the evolved controllers display key properties of swarm intelligence-based control, namely scalability, flexibility, and robustness on the real swarm. We conclude with a proof-of-concept experiment in which the swarm performs a complete environmental monitoring task by combining multiple evolved controllers. PMID:26999614

  8. Modeling and simulation of dynamic ant colony's labor division for task allocation of UAV swarm

    NASA Astrophysics Data System (ADS)

    Wu, Husheng; Li, Hao; Xiao, Renbin; Liu, Jie

    2018-02-01

    The problem of unmanned aerial vehicle (UAV) task allocation not only has the intrinsic attribute of complexity, such as highly nonlinear, dynamic, highly adversarial and multi-modal, but also has a better practicability in various multi-agent systems, which makes it more and more attractive recently. In this paper, based on the classic fixed response threshold model (FRTM), under the idea of "problem centered + evolutionary solution" and by a bottom-up way, the new dynamic environmental stimulus, response threshold and transition probability are designed, and a dynamic ant colony's labor division (DACLD) model is proposed. DACLD allows a swarm of agents with a relatively low-level of intelligence to perform complex tasks, and has the characteristic of distributed framework, multi-tasks with execution order, multi-state, adaptive response threshold and multi-individual response. With the proposed model, numerical simulations are performed to illustrate the effectiveness of the distributed task allocation scheme in two situations of UAV swarm combat (dynamic task allocation with a certain number of enemy targets and task re-allocation due to unexpected threats). Results show that our model can get both the heterogeneous UAVs' real-time positions and states at the same time, and has high degree of self-organization, flexibility and real-time response to dynamic environments.

  9. Non-Evolutionary Algorithms for Scheduling Dependent Tasks in Distributed Heterogeneous Computing Environments

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Wayne F. Boyer; Gurdeep S. Hura

    2005-09-01

    The Problem of obtaining an optimal matching and scheduling of interdependent tasks in distributed heterogeneous computing (DHC) environments is well known to be an NP-hard problem. In a DHC system, task execution time is dependent on the machine to which it is assigned and task precedence constraints are represented by a directed acyclic graph. Recent research in evolutionary techniques has shown that genetic algorithms usually obtain more efficient schedules that other known algorithms. We propose a non-evolutionary random scheduling (RS) algorithm for efficient matching and scheduling of inter-dependent tasks in a DHC system. RS is a succession of randomized taskmore » orderings and a heuristic mapping from task order to schedule. Randomized task ordering is effectively a topological sort where the outcome may be any possible task order for which the task precedent constraints are maintained. A detailed comparison to existing evolutionary techniques (GA and PSGA) shows the proposed algorithm is less complex than evolutionary techniques, computes schedules in less time, requires less memory and fewer tuning parameters. Simulation results show that the average schedules produced by RS are approximately as efficient as PSGA schedules for all cases studied and clearly more efficient than PSGA for certain cases. The standard formulation for the scheduling problem addressed in this paper is Rm|prec|Cmax.,« less

  10. Positioning the endoscope in laparoscopic surgery by foot: Influential factors on surgeons' performance in virtual trainer.

    PubMed

    Abdi, Elahe; Bouri, Mohamed; Burdet, Etienne; Himidan, Sharifa; Bleuler, Hannes

    2017-07-01

    We have investigated how surgeons can use the foot to position a laparoscopic endoscope, a task that normally requires an extra assistant. Surgeons need to train in order to exploit the possibilities offered by this new technique and safely manipulate the endoscope together with the hands movements. A realistic abdominal cavity has been developed as training simulator to investigate this multi-arm manipulation. In this virtual environment, the surgeon's biological hands are modelled as laparoscopic graspers while the viewpoint is controlled by the dominant foot. 23 surgeons and medical students performed single-handed and bimanual manipulation in this environment. The results show that residents had superior performance compared to both medical students and more experienced surgeons, suggesting that residency is an ideal period for this training. Performing the single-handed task improves the performance in the bimanual task, whereas the converse was not true.

  11. Plan recognition and generalization in command languages with application to telerobotics

    NASA Technical Reports Server (NTRS)

    Yared, Wael I.; Sheridan, Thomas B.

    1991-01-01

    A method for pragmatic inference as a necessary accompaniment to command languages is proposed. The approach taken focuses on the modeling and recognition of the human operator's intent, which relates sequences of domain actions ('plans') to changes in some model of the task environment. The salient feature of this module is that it captures some of the physical and linguistic contextual aspects of an instruction. This provides a basis for generalization and reinterpretation of the instruction in different task environments. The theoretical development is founded on previous work in computational linguistics and some recent models in the theory of action and intention. To illustrate these ideas, an experimental command language to a telerobot is implemented. The program consists of three different components: a robot graphic simulation, the command language itself, and the domain-independent pragmatic inference module. Examples of task instruction processes are provided to demonstrate the benefits of this approach.

  12. Safe Exploration Algorithms for Reinforcement Learning Controllers.

    PubMed

    Mannucci, Tommaso; van Kampen, Erik-Jan; de Visser, Cornelis; Chu, Qiping

    2018-04-01

    Self-learning approaches, such as reinforcement learning, offer new possibilities for autonomous control of uncertain or time-varying systems. However, exploring an unknown environment under limited prediction capabilities is a challenge for a learning agent. If the environment is dangerous, free exploration can result in physical damage or in an otherwise unacceptable behavior. With respect to existing methods, the main contribution of this paper is the definition of a new approach that does not require global safety functions, nor specific formulations of the dynamics or of the environment, but relies on interval estimation of the dynamics of the agent during the exploration phase, assuming a limited capability of the agent to perceive the presence of incoming fatal states. Two algorithms are presented with this approach. The first is the Safety Handling Exploration with Risk Perception Algorithm (SHERPA), which provides safety by individuating temporary safety functions, called backups. SHERPA is shown in a simulated, simplified quadrotor task, for which dangerous states are avoided. The second algorithm, denominated OptiSHERPA, can safely handle more dynamically complex systems for which SHERPA is not sufficient through the use of safety metrics. An application of OptiSHERPA is simulated on an aircraft altitude control task.

  13. Radiation Testing at Sandia National Laboratories: Sandia – JPL Collaboration for Europa Lander

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hattar, Khalid Mikhiel; Olszewska-Wasiolek, Maryla Aleksandra

    Sandia National Laboratories (SNL) is assisting Jet Propulsion Laboratory in undertaking feasibility studies and performance assessments for the Planetary Protection aspect of the Europa Lander mission. The specific areas of interest for this project are described by task number. This white paper presents the evaluation results for Task 2, Radiation Testing, which was stated as follows: Survey SNL facilities and capabilities for simulating the Europan radiation environment and assess suitability for: A. Testing batteries, electronics, and other component and subsystems B. Exposing biological organisms to assess their survivability metrics. The radiation environment the Europa Lander will encounter on route andmore » in orbit upon arrival at its destination consists primarily of charged particles, energetic protons and electrons with the energies up to 1 GeV. The charged particle environments can be simulated using the accelerators at the Ion Beam Laboratory. The Gamma Irradiation Facility and its annex, the Low Dose Rate Irradiation Facility, offer irradiations using Co-60 gamma sources (1.17 and 1.33 MeV), as well as Cs-137 gamma (0.661 MeV) AmBe neutron (0-10 MeV) sources.« less

  14. Zero-Fidelity Simulation: Engaging Team Coordination without Physical, Functional, or Psychological Re-Creation

    NASA Technical Reports Server (NTRS)

    Toups, Zachary O.; Hamilton, William A.; Kerne, Andruid

    2012-01-01

    Team coordination is essential across domains, enabling efficiency and safety. As technology improves, our temptation is to simulate with ever-higher fidelity, by making simulators re-create reality through their physical interfaces, functionality, and by making participants believe they are undertaking the simulated task. However, high-fidelity simulations often miss salient human-human work practices. We introduce the concept of zero-fidelity simulation (ZFS), a move away from literal high-fidelity mimesis of the concrete environment. ZFS alternatively models cooperation and communication as the basis of simulation. The ZFS Team Coordination Game (TeC) is developed from observation of fire emergency response work practice. We identify ways in which team members are mutually dependent on one another for information, and use these as the basis for the ZFS game design. The design creates a need for cooperation by restricting individual activity and requiring communication. The present research analyzes the design of interdependence in the validated ZFS TeC game. We successfully simulate interdependence between roles in emergency response without simulating the concrete environment.

  15. Improving the Aircraft Design Process Using Web-Based Modeling and Simulation

    NASA Technical Reports Server (NTRS)

    Reed, John A.; Follen, Gregory J.; Afjeh, Abdollah A.; Follen, Gregory J. (Technical Monitor)

    2000-01-01

    Designing and developing new aircraft systems is time-consuming and expensive. Computational simulation is a promising means for reducing design cycle times, but requires a flexible software environment capable of integrating advanced multidisciplinary and multifidelity analysis methods, dynamically managing data across heterogeneous computing platforms, and distributing computationally complex tasks. Web-based simulation, with its emphasis on collaborative composition of simulation models, distributed heterogeneous execution, and dynamic multimedia documentation, has the potential to meet these requirements. This paper outlines the current aircraft design process, highlighting its problems and complexities, and presents our vision of an aircraft design process using Web-based modeling and simulation.

  16. Improving the Aircraft Design Process Using Web-based Modeling and Simulation

    NASA Technical Reports Server (NTRS)

    Reed, John A.; Follen, Gregory J.; Afjeh, Abdollah A.

    2003-01-01

    Designing and developing new aircraft systems is time-consuming and expensive. Computational simulation is a promising means for reducing design cycle times, but requires a flexible software environment capable of integrating advanced multidisciplinary and muitifidelity analysis methods, dynamically managing data across heterogeneous computing platforms, and distributing computationally complex tasks. Web-based simulation, with its emphasis on collaborative composition of simulation models, distributed heterogeneous execution, and dynamic multimedia documentation, has the potential to meet these requirements. This paper outlines the current aircraft design process, highlighting its problems and complexities, and presents our vision of an aircraft design process using Web-based modeling and simulation.

  17. Biomechanical patterns of text-message distraction.

    PubMed

    Le, Peter; Hwang, Jaejin; Grawe, Sarah; Li, Jing; Snyder, Alison; Lee, Christina; Marras, William S

    2015-01-01

    The objective of this study was to identify biomechanical measures that can distinguish texting distraction in a laboratory-simulated driving environment. The goal would be to use this information to provide an intervention for risky driving behaviour. Sixteen subjects participated in this study. Three independent variables were tested: task (texting, visual targeting, weighted and non-weighted movements), task direction (front and side) and task distance (close and far). Dependent variables consisted of biomechanical moments, head displacement and the length of time to complete each task. Results revealed that the time to complete each task was higher for texting compared to other tasks. Peak moments during texting were only distinguishable from visual targeting. Peak head displacement and cumulative biomechanical exposure measures indicated that texting can be distinguished from other tasks. Therefore, it may be useful to take into account both temporal and biomechanical measures when considering warning systems to detect texting distraction.

  18. Human Behavior Representation in Constructive Simulation (La representation du comportement humain dans la simulation constructive)

    DTIC Science & Technology

    2009-09-01

    Environmental Medicine USN United States Navy VAE Virtual Air Environment VACP Visual, Auditory, Cognitive, Psychomotor (demand) VR Virtual Reality ...0 .5 m/s. Another useful approach to capturing leg, trunk, whole body, or movement tasks comes from virtual reality - based training research and...referred to as semi-automated forces (SAF). From: http://www.sedris.org/glossary.htm#C_grp. Constructive Models Abstractions from the reality to

  19. Numerical modeling studies of wake vortex transport and evolution within the planetary boundary layer

    NASA Technical Reports Server (NTRS)

    Lin, Yuh-Lang; Arya, S. Pal; Kaplan, Michael L.

    1994-01-01

    The proposed research involves four tasks. The first of these is to simulate accurately the turbulent processes in the atmospheric boundary layer. TASS was originally developed to study meso-gamma scale phenomena, such as tornadic storms, microbursts and windshear effects in terminal areas. Simulation of wake vortex evolution, however, will rely on appropriate representation of the physical processes in the surface layer and mixed layer. This involves two parts. First, a specified heat flux boundary condition must be implemented at the surface. Using this boundary condition, simulation results will be compared to experimental data and to other model results for validation. At this point, any necessary changes to the model will be implemented. Next, a surface energy budget parameterization will be added to the model. This will enable calculation of the surface fluxes by accounting for the radiative heat transfer to and from the ground and heat loss to the soil rather than simple specification of the fluxes. The second task involves running TASS with prescribed wake vortices in the initial condition. The vortex models will be supplied by NASA Langley Research Center. Sensitivity tests will be performed on different meteorological environments in the atmospheric boundary layer, which include stable, neutral, and unstable stratifications, calm and severe wind conditions, and dry and wet conditions. Vortex strength may be varied as well. Relevant non-dimensional parameters will include the following: Richardson number or Froude number, Bowen ratio, and height to length scale ratios. The model output will be analyzed and visualized to better understand the transport, decay, and growth rates of the wake vortices. The third task involves running simulations using observed data. MIT Lincoln Labs is currently planning field experiments at the Memphis airport to measure both meteorological conditions and wake vortex characteristics. Once this data becomes available, it can be used to validate the model for vortex behavior under different atmospheric conditions. The fourth task will be to simulate the wake in a more realistic environment covering a wider area. This will involve grid nesting, since high resolution will be required in the wake region but a larger total domain will be used. During the first allocation year, most of the first task will be accomplished.

  20. Visual Computing Environment

    NASA Technical Reports Server (NTRS)

    Lawrence, Charles; Putt, Charles W.

    1997-01-01

    The Visual Computing Environment (VCE) is a NASA Lewis Research Center project to develop a framework for intercomponent and multidisciplinary computational simulations. Many current engineering analysis codes simulate various aspects of aircraft engine operation. For example, existing computational fluid dynamics (CFD) codes can model the airflow through individual engine components such as the inlet, compressor, combustor, turbine, or nozzle. Currently, these codes are run in isolation, making intercomponent and complete system simulations very difficult to perform. In addition, management and utilization of these engineering codes for coupled component simulations is a complex, laborious task, requiring substantial experience and effort. To facilitate multicomponent aircraft engine analysis, the CFD Research Corporation (CFDRC) is developing the VCE system. This system, which is part of NASA's Numerical Propulsion Simulation System (NPSS) program, can couple various engineering disciplines, such as CFD, structural analysis, and thermal analysis. The objectives of VCE are to (1) develop a visual computing environment for controlling the execution of individual simulation codes that are running in parallel and are distributed on heterogeneous host machines in a networked environment, (2) develop numerical coupling algorithms for interchanging boundary conditions between codes with arbitrary grid matching and different levels of dimensionality, (3) provide a graphical interface for simulation setup and control, and (4) provide tools for online visualization and plotting. VCE was designed to provide a distributed, object-oriented environment. Mechanisms are provided for creating and manipulating objects, such as grids, boundary conditions, and solution data. This environment includes parallel virtual machine (PVM) for distributed processing. Users can interactively select and couple any set of codes that have been modified to run in a parallel distributed fashion on a cluster of heterogeneous workstations. A scripting facility allows users to dictate the sequence of events that make up the particular simulation.

  1. Determination and Control of Optical and X-Ray Wave Fronts

    NASA Technical Reports Server (NTRS)

    Kim, Young K.

    1997-01-01

    A successful design of a space-based or ground optical system requires an iterative procedure which includes the kinematics and dynamics of the system in operating environment, control synthesis and verification. To facilitate the task of designing optical wave front control systems being developed at NASA/MSFC, a multi-discipline dynamics and control tool has been developed by utilizing TREETOPS, a multi-body dynamics and control simulation, NASTRAN and MATLAB. Dynamics and control models of STABLE and ARIS were developed for TREETOPS simulation, and their simulation results are documented in this report.

  2. Effects of redundancy in the comparison of speech and pictorial displays in the cockpit environment.

    PubMed

    Byblow, W D

    1990-06-01

    Synthesised speech and pictorial displays were compared in a spatially compatible simulated cockpit environment. Messages of high or low levels of redundancy were presented to subjects in both modality conditions. Subjects responded to warnings presented in a warning-only condition and in a dual-task condition, in which a simulated flight task was performed with visual and manual input/output modalities. Because the amount of information presented in most real-world applications and experimental paradigms is quantifiably large with respect to present guidelines for the use of synthesised speech warnings, the low-redundancy condition was hypothesised to allow for better performance. Results showed that subjects respond quicker to messages of low redundancy in both modalities. It is suggested that speech messages with low-redundancy levels were effective in minimising message length and ensuring that messages did not overload the short-term memory required to process and maintain speech in memory. Manipulation of phrase structure was used to optimise message redundancy and enhance the conceptual compatibility of the message without increasing message length or imposing a perceptual cost or memory overload. The results also suggest that system response times were quicker when synthesised speech warnings were used. This result is consistent with predictions from multiple resource theory which states that the resources required for the perception of verbal warnings are different from those for the flight task. It is also suggested that the perception of a pictorial display requires the same resources used for the perception of the primary flight task. An alternative explanation is that pictorial displays impose a visual scanning cost which is responsible for decreased performance. Based on the findings reported here, it is suggested that speech displays be incorporated in a spatially compatible cockpit environment because they allow equal or better performance when compared with pictorial displays. More importantly, the amount of time that the operator must direct his vision away from information vital to the flight task is decreased.

  3. Too hot to carry on? Disinclination to persist at a task in a warm office environment.

    PubMed

    Syndicus, Marc; Wiese, Bettina S; van Treeck, Christoph

    2018-04-01

    We investigated the effect of an elevated ambient temperature on performance in a persistence task. The task involved the coding of incorrect symbols and participants were free to decide how long to spend performing this task. Applying a between-subject design, we tested 125 students in an office-like environment in one of the three temperature conditions. The comfort condition (Predicted Mean Vote [PMV] = 0.01) featured an average air temperature of 24 °C. The elevated ambient temperature condition was 28 °C (PMV = 1.17). Condition three employed an airstream of approximately 0.8 m/s, intended to compensate for performance decrements at the elevated air temperature (28 °C, PMV = 0.13), according to Fanger's thermal comfort equation. Participants in the warm condition were significantly less persistent compared with participants in the control and compensation conditions. As predicted by the thermal comfort equation, the airstream seemed to compensate for the higher temperature. Participants' persistence in the compensation and comfort conditions did not differ. Practitioner Summary: A laboratory experiment involving a simulated office environment and three ambient temperature conditions (24 °C, 28 °C and 28 °C plus airstream) showed that persistence at a task is significantly impaired at 28 °C. An airstream of 0.8 m/s at 28 °C compensated for the disinclination to persist with the task.

  4. IGT-Open: An open-source, computerized version of the Iowa Gambling Task.

    PubMed

    Dancy, Christopher L; Ritter, Frank E

    2017-06-01

    The Iowa Gambling Task (IGT) is commonly used to understand the processes involved in decision-making. Though the task was originally run without a computer, using a computerized version of the task has become typical. These computerized versions of the IGT are useful, because they can make the task more standardized across studies and allow for the task to be used in environments where a physical version of the task may be difficult or impossible to use (e.g., while collecting brain imaging data). Though these computerized versions of the IGT have been useful for experimentation, having multiple software implementations of the task could present reliability issues. We present an open-source software version of the Iowa Gambling Task (called IGT-Open) that allows for millisecond visual presentation accuracy and is freely available to be used and modified. This software has been used to collect data from human subjects and also has been used to run model-based simulations with computational process models developed to run in the ACT-R architecture.

  5. Survey of Intelligent Computer-Aided Training

    NASA Technical Reports Server (NTRS)

    Loftin, R. B.; Savely, Robert T.

    1992-01-01

    Intelligent Computer-Aided Training (ICAT) systems integrate artificial intelligence and simulation technologies to deliver training for complex, procedural tasks in a distributed, workstation-based environment. Such systems embody both the knowledge of how to perform a task and how to train someone to perform that task. This paper briefly reviews the antecedents of ICAT systems and describes the approach to their creation developed at the NASA Lyndon B. Johnson Space Center. In addition to the general ICAT architecture, specific ICAT applications that have been or are currently under development are discussed. ICAT systems can offer effective solutions to a number of training problems of interest to the aerospace community.

  6. Emergence of Virtual Reality as a Tool for Upper Limb Rehabilitation: Incorporation of Motor Control and Motor Learning Principles

    PubMed Central

    Weiss, Patrice L.; Keshner, Emily A.

    2015-01-01

    The primary focus of rehabilitation for individuals with loss of upper limb movement as a result of acquired brain injury is the relearning of specific motor skills and daily tasks. This relearning is essential because the loss of upper limb movement often results in a reduced quality of life. Although rehabilitation strives to take advantage of neuroplastic processes during recovery, results of traditional approaches to upper limb rehabilitation have not entirely met this goal. In contrast, enriched training tasks, simulated with a wide range of low- to high-end virtual reality–based simulations, can be used to provide meaningful, repetitive practice together with salient feedback, thereby maximizing neuroplastic processes via motor learning and motor recovery. Such enriched virtual environments have the potential to optimize motor learning by manipulating practice conditions that explicitly engage motivational, cognitive, motor control, and sensory feedback–based learning mechanisms. The objectives of this article are to review motor control and motor learning principles, to discuss how they can be exploited by virtual reality training environments, and to provide evidence concerning current applications for upper limb motor recovery. The limitations of the current technologies with respect to their effectiveness and transfer of learning to daily life tasks also are discussed. PMID:25212522

  7. [Low Fidelity Simulation of a Zero-Y Robot

    NASA Technical Reports Server (NTRS)

    Sweet, Adam

    2001-01-01

    The item to be cleared is a low-fidelity software simulation model of a hypothetical freeflying robot designed for use in zero gravity environments. This simulation model works with the HCC simulation system that was developed by Xerox PARC and NASA Ames Research Center. HCC has been previously cleared for distribution. When used with the HCC software, the model computes the location and orientation of the simulated robot over time. Failures (such as a broken motor) can be injected into the simulation to produce simulated behavior corresponding to the failure. Release of this simulation will allow researchers to test their software diagnosis systems by attempting to diagnose the simulated failure from the simulated behavior. This model does not contain any encryption software nor can it perform any control tasks that might be export controlled.

  8. Analog Testing of Operations Concepts for Mitigation of Communication Latency During Human Space Exploration

    NASA Technical Reports Server (NTRS)

    Chappell, Steven P.; Abercromby, Andrew F.; Miller, Matthew J.; Halcon, Christopher; Gernhardt, Michael L.

    2016-01-01

    OBJECTIVES: NASA Extreme Environment Mission Operations (NEEMO) is an underwater spaceflight analog that allows a true mission-like operational environment and uses buoyancy effects and added weight to simulate different gravity levels. Three missions were undertaken from 2014-2015, NEEMO's 18-20. All missions were performed at the Aquarius undersea research habitat. During each mission, the effects of varying operations concepts and tasks type and complexity on representative communication latencies associated with Mars missions were studied. METHODS: 12 subjects (4 per mission) were weighed out to simulate near-zero or partial gravity extravehicular activity (EVA) and evaluated different operations concepts for integration and management of a simulated Earth-based science backroom team (SBT) to provide input and direction during exploration activities. Exploration traverses were planned in advance based on precursor data collected. Subjects completed science-related tasks including presampling surveys, geologic-based sampling, and marine-based sampling as a portion of their tasks on saturation dives up to 4 hours in duration that were to simulate extravehicular activity (EVA) on Mars or the moons of Mars. One-way communication latencies, 5 and 10 minutes between space and mission control, were simulated throughout the missions. Objective data included task completion times, total EVA times, crew idle time, translation time, SBT assimilation time (defined as time available for SBT to discuss data/imagery after it has been collected, in addition to the time taken to watch imagery streaming over latency). Subjective data included acceptability, simulation quality, capability assessment ratings, and comments. RESULTS: Precursor data can be used effectively to plan and execute exploration traverse EVAs (plans included detailed location of science sites, high-fidelity imagery of the sites, and directions to landmarks of interest within a site). Operations concepts that allow for presampling surveys enable efficient traverse execution and meaningful Mission Control Center (MCC) interaction across long communication latencies and can be done with minimal crew idle time. Imagery and information from the EVA crew that is transmitted real-time to the intravehicular (IV) crewmember(s) can be used to verify that exploration traverse plans are being executed correctly. That same data can be effectively used by MCC (across comm latency) to provide further instructions to the crew from a SBT on sampling priorities, additional tasks, and changes to the plan. Text / data capabilities are preferred over voice capabilities between MCC and IV when executing exploration traverse plans over communication latency. Autonomous crew planning tools can be effective at modifying existing plans if the objectives and constraints are clearly defined.

  9. Conducting Rock Mass Rating for tunnel construction on Mars

    NASA Astrophysics Data System (ADS)

    Beemer, Heidi D.; Worrells, D. Scott

    2017-10-01

    Mars analogue missions provide researchers, scientists, and engineers the opportunity to establish protocols prior to sending human explorers to another planet. This paper investigated the complexity of a team of simulation astronauts conducting a Rock Mass Rating task during Analogue Mars missions. This study was conducted at the Mars Desert Research Station in Hanksville, UT, during field season 2015/2016 and with crews 167,168, and 169. During the experiment, three-person teams completed a Rock Mass Rating task during a three hour Extra Vehicular Activity on day six of their two-week simulation mission. This geological test is used during design and construction of excavations in rock on Earth. On Mars, this test could be conducted by astronauts to determine suitable rock layers for tunnel construction which would provide explorers a permanent habitat and radiation shielding while living for long periods of time on the surface. The Rock Mass Rating system derives quantitative data for engineering designs that can easily be communicated between engineers and geologists. Conclusions from this research demonstrated that it is feasible for astronauts to conduct the Rock Mass Rating task in a Mars simulated environment. However, it was also concluded that Rock Mass Rating task orientation and training will be required to ensure that accurate results are obtained.

  10. Effects of automation of information-processing functions on teamwork.

    PubMed

    Wright, Melanie C; Kaber, David B

    2005-01-01

    We investigated the effects of automation as applied to different stages of information processing on team performance in a complex decision-making task. Forty teams of 2 individuals performed a simulated Theater Defense Task. Four automation conditions were simulated with computer assistance applied to realistic combinations of information acquisition, information analysis, and decision selection functions across two levels of task difficulty. Multiple measures of team effectiveness and team coordination were used. Results indicated different forms of automation have different effects on teamwork. Compared with a baseline condition, an increase in automation of information acquisition led to an increase in the ratio of information transferred to information requested; an increase in automation of information analysis resulted in higher team coordination ratings; and automation of decision selection led to better team effectiveness under low levels of task difficulty but at the cost of higher workload. The results support the use of early and intermediate forms of automation related to acquisition and analysis of information in the design of team tasks. Decision-making automation may provide benefits in more limited contexts. Applications of this research include the design and evaluation of automation in team environments.

  11. Multi-tasking arbitration and behaviour design for human-interactive robots

    NASA Astrophysics Data System (ADS)

    Kobayashi, Yuichi; Onishi, Masaki; Hosoe, Shigeyuki; Luo, Zhiwei

    2013-05-01

    Robots that interact with humans in household environments are required to handle multiple real-time tasks simultaneously, such as carrying objects, collision avoidance and conversation with human. This article presents a design framework for the control and recognition processes to meet these requirements taking into account stochastic human behaviour. The proposed design method first introduces a Petri net for synchronisation of multiple tasks. The Petri net formulation is converted to Markov decision processes and processed in an optimal control framework. Three tasks (safety confirmation, object conveyance and conversation) interact and are expressed by the Petri net. Using the proposed framework, tasks that normally tend to be designed by integrating many if-then rules can be designed in a systematic manner in a state estimation and optimisation framework from the viewpoint of the shortest time optimal control. The proposed arbitration method was verified by simulations and experiments using RI-MAN, which was developed for interactive tasks with humans.

  12. Effects of running with backpack loads during simulated gravitational transitions: Improvements in postural control

    NASA Astrophysics Data System (ADS)

    Brewer, Jeffrey David

    The National Aeronautics and Space Administration is planning for long-duration manned missions to the Moon and Mars. For feasible long-duration space travel, improvements in exercise countermeasures are necessary to maintain cardiovascular fitness, bone mass throughout the body and the ability to perform coordinated movements in a constant gravitational environment that is six orders of magnitude higher than the "near weightlessness" condition experienced during transit to and/or orbit of the Moon, Mars, and Earth. In such gravitational transitions feedback and feedforward postural control strategies must be recalibrated to ensure optimal locomotion performance. In order to investigate methods of improving postural control adaptation during these gravitational transitions, a treadmill based precision stepping task was developed to reveal changes in neuromuscular control of locomotion following both simulated partial gravity exposure and post-simulation exercise countermeasures designed to speed lower extremity impedance adjustment mechanisms. The exercise countermeasures included a short period of running with or without backpack loads immediately after partial gravity running. A novel suspension type partial gravity simulator incorporating spring balancers and a motor-driven treadmill was developed to facilitate body weight off loading and various gait patterns in both simulated partial and full gravitational environments. Studies have provided evidence that suggests: the environmental simulator constructed for this thesis effort does induce locomotor adaptations following partial gravity running; the precision stepping task may be a helpful test for illuminating these adaptations; and musculoskeletal loading in the form of running with or without backpack loads may improve the locomotor adaptation process.

  13. Assessment of a head-mounted miniature monitor

    NASA Technical Reports Server (NTRS)

    Hale, J. P., II

    1992-01-01

    Two experiments were conducted to assess the capabilities and limitations of the Private Eye, a miniature, head-mounted monitor. The first experiment compared the Private Eye with a cathode ray tube (CRT) and hard copy in both a constrained and unconstrained work envelope. The task was a simulated maintenance and assembly task that required frequent reference to the displayed information. A main effect of presentation media indicated faster placement times using the CRT as compared with hard copy. There were no significant differences between the Private Eye and either the CRT or hard copy for identification, placement, or total task times. The goal of the second experiment was to determine the effects of various local visual parameters on the ability of the user to accurately perceive the information of the Private Eye. The task was an interactive video game. No significant performance differences were found under either bright or dark ambient illumination environments nor with either visually simple or complex task backgrounds. Glare reflected off of the bezel surrounding the monitor did degrade performance. It was concluded that this head-mounted, miniature monitor could serve a useful role for in situ operations, especially in microgravity environments.

  14. Effects of Gait Self-Efficacy and Lower-Extremity Physical Function on Dual-Task Performance in Older Adults

    PubMed Central

    Banducci, Sarah E.; Daugherty, Ana M.; Fanning, Jason; Awick, Elizabeth A.; Porter, Gwenndolyn C.; Burzynska, Agnieszka; Shen, Sa; Kramer, Arthur F.; McAuley, Edward

    2017-01-01

    Objectives. Despite evidence of self-efficacy and physical function's influences on functional limitations in older adults, few studies have examined relationships in the context of complex, real-world tasks. The present study tested the roles of self-efficacy and physical function in predicting older adults' street-crossing performance in single- and dual-task simulations. Methods. Lower-extremity physical function, gait self-efficacy, and street-crossing success ratio were assessed in 195 older adults (60–79 years old) at baseline of a randomized exercise trial. During the street-crossing task, participants walked on a self-propelled treadmill in a virtual reality environment. Participants crossed the street without distraction (single-task trials) and conversed on a cell phone (dual-task trials). Structural equation modeling was used to test hypothesized associations independent of demographic and clinical covariates. Results. Street-crossing performance was better on single-task trials when compared with dual-task trials. Direct effects of self-efficacy and physical function on success ratio were observed in dual-task trials only. The total effect of self-efficacy was significant in both conditions. The indirect path through physical function was evident in the dual-task condition only. Conclusion. Physical function can predict older adults' performance on high fidelity simulations of complex, real-world tasks. Perceptions of function (i.e., self-efficacy) may play an even greater role. The trial is registered with United States National Institutes of Health ClinicalTrials.gov (ID: NCT01472744; Fit & Active Seniors Trial). PMID:28255557

  15. Effects of automation and task load on task switching during human supervision of multiple semi-autonomous robots in a dynamic environment.

    PubMed

    Squire, P N; Parasuraman, R

    2010-08-01

    The present study assessed the impact of task load and level of automation (LOA) on task switching in participants supervising a team of four or eight semi-autonomous robots in a simulated 'capture the flag' game. Participants were faster to perform the same task than when they chose to switch between different task actions. They also took longer to switch between different tasks when supervising the robots at a high compared to a low LOA. Task load, as manipulated by the number of robots to be supervised, did not influence switch costs. The results suggest that the design of future unmanned vehicle (UV) systems should take into account not simply how many UVs an operator can supervise, but also the impact of LOA and task operations on task switching during supervision of multiple UVs. The findings of this study are relevant for the ergonomics practice of UV systems. This research extends the cognitive theory of task switching to inform the design of UV systems and results show that switching between UVs is an important factor to consider.

  16. Walking simulator for evaluation of ophthalmic devices

    NASA Astrophysics Data System (ADS)

    Barabas, James; Woods, Russell L.; Peli, Eli

    2005-03-01

    Simulating mobility tasks in a virtual environment reduces risk for research subjects, and allows for improved experimental control and measurement. We are currently using a simulated shopping mall environment (where subjects walk on a treadmill in front of a large projected video display) to evaluate a number of ophthalmic devices developed at the Schepens Eye Research Institute for people with vision impairment, particularly visual field defects. We have conducted experiments to study subject's perception of "safe passing distance" when walking towards stationary obstacles. The subject's binary responses about potential collisions are analyzed by fitting a psychometric function, which gives an estimate of the subject's perceived safe passing distance, and the variability of subject responses. The system also enables simulations of visual field defects using head and eye tracking, enabling better understanding of the impact of visual field loss. Technical infrastructure for our simulated walking environment includes a custom eye and head tracking system, a gait feedback system to adjust treadmill speed, and a handheld 3-D pointing device. Images are generated by a graphics workstation, which contains a model with photographs of storefronts from an actual shopping mall, where concurrent validation experiments are being conducted.

  17. Multimodal control of sensors on multiple simulated unmanned vehicles.

    PubMed

    Baber, C; Morin, C; Parekh, M; Cahillane, M; Houghton, R J

    2011-09-01

    The use of multimodal (speech plus manual) control of the sensors on combinations of one, two, three or five simulated unmanned vehicles (UVs) is explored. Novice controllers of simulated UVs complete a series of target checking tasks. Two experiments compare speech and gamepad control for one, two, three or five UVs in a simulated environment. Increasing the number of UVs has an impact on subjective rating of workload (measured by NASA-Task Load Index), particularly when moving from one to three UVs. Objective measures of performance showed that the participants tended to issue fewer commands as the number of vehicles increased (when using the gamepad control), but, while performance with a single UV was superior to that of multiple UVs, there was little difference across two, three or five UVs. Participants with low spatial ability (measured by the Object Perspectives Test) showed an increase in time to respond to warnings when controlling five UVs. Combining speech with gamepad control of sensors on UVs leads to superior performance on a secondary (respond-to-warnings) task (implying a reduction in demand) and use of fewer commands on primary (move-sensors and classify-target) tasks (implying more efficient operation). STATEMENT OF RELEVANCE: Benefits of multimodal control for unmanned vehicles are demonstrated. When controlling sensors on multiple UVs, participants with low spatial orientation scores have problems. It is proposed that the findings of these studies have implications for selection of UV operators and suggests that future UV workstations could benefit from multimodal control.

  18. Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia

    PubMed Central

    Segkouli, Sofia; Tzovaras, Dimitrios; Tsakiris, Thanos; Tsolaki, Magda; Karagiannidis, Charalampos

    2015-01-01

    Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI) such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs) requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM) simulating mild cognitive impairment (MCI) through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users' cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces' design supported by increased tasks' complexity to capture a more detailed profile of users' capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces' evaluation through simulation on the basis of virtual models of MCI users. PMID:26339282

  19. Evaluation of image quality

    NASA Technical Reports Server (NTRS)

    Pavel, M.

    1993-01-01

    This presentation outlines in viewgraph format a general approach to the evaluation of display system quality for aviation applications. This approach is based on the assumption that it is possible to develop a model of the display which captures most of the significant properties of the display. The display characteristics should include spatial and temporal resolution, intensity quantizing effects, spatial sampling, delays, etc. The model must be sufficiently well specified to permit generation of stimuli that simulate the output of the display system. The first step in the evaluation of display quality is an analysis of the tasks to be performed using the display. Thus, for example, if a display is used by a pilot during a final approach, the aesthetic aspects of the display may be less relevant than its dynamic characteristics. The opposite task requirements may apply to imaging systems used for displaying navigation charts. Thus, display quality is defined with regard to one or more tasks. Given a set of relevant tasks, there are many ways to approach display evaluation. The range of evaluation approaches includes visual inspection, rapid evaluation, part-task simulation, and full mission simulation. The work described is focused on two complementary approaches to rapid evaluation. The first approach is based on a model of the human visual system. A model of the human visual system is used to predict the performance of the selected tasks. The model-based evaluation approach permits very rapid and inexpensive evaluation of various design decisions. The second rapid evaluation approach employs specifically designed critical tests that embody many important characteristics of actual tasks. These are used in situations where a validated model is not available. These rapid evaluation tests are being implemented in a workstation environment.

  20. Development of a Search and Rescue Simulation to Study the Effects of Prolonged Isolation on Team Decision Making

    NASA Technical Reports Server (NTRS)

    Entin, Elliot E.; Kerrigan, Caroline; Serfaty, Daniel; Young, Philip

    1998-01-01

    The goals of this project were to identify and investigate aspects of team and individual decision-making and risk-taking behaviors hypothesized to be most affected by prolonged isolation. A key premise driving our research approach is that effects of stressors that impact individual and team cognitive processes in an isolated, confined, and hazardous environment will be projected onto the performance of a simulation task. To elicit and investigate these team behaviors we developed a search and rescue task concept as a scenario domain that would be relevant for isolated crews. We modified the Distributed Dynamic Decision-making (DDD) simulator, a platform that has been extensively used for empirical research in team processes and taskwork performance, to portray the features of a search and rescue scenario and present the task components incorporated into that scenario. The resulting software is called DD-Search and Rescue (Version 1.0). To support the use of the DDD-Search and Rescue simulator in isolated experiment settings, we wrote a player's manual for teaching team members to operate the simulator and play the scenario. We then developed a research design and experiment plan that would allow quantitative measures of individual and team decision making skills using the DDD-Search and Rescue simulator as the experiment platform. A description of these activities and the associated materials that were produced under this contract are contained in this report.

  1. Visualization and Tracking of Parallel CFD Simulations

    NASA Technical Reports Server (NTRS)

    Vaziri, Arsi; Kremenetsky, Mark

    1995-01-01

    We describe a system for interactive visualization and tracking of a 3-D unsteady computational fluid dynamics (CFD) simulation on a parallel computer. CM/AVS, a distributed, parallel implementation of a visualization environment (AVS) runs on the CM-5 parallel supercomputer. A CFD solver is run as a CM/AVS module on the CM-5. Data communication between the solver, other parallel visualization modules, and a graphics workstation, which is running AVS, are handled by CM/AVS. Partitioning of the visualization task, between CM-5 and the workstation, can be done interactively in the visual programming environment provided by AVS. Flow solver parameters can also be altered by programmable interactive widgets. This system partially removes the requirement of storing large solution files at frequent time steps, a characteristic of the traditional 'simulate (yields) store (yields) visualize' post-processing approach.

  2. The Usability of Online Geographic Virtual Reality for Urban Planning

    NASA Astrophysics Data System (ADS)

    Zhang, S.; Moore, A. B.

    2013-08-01

    Virtual reality (VR) technology is starting to become widely and freely available (for example the online OpenSimulator tool), with potential for use in 3D urban planning and design tasks but still needing rigorous assessment to establish this. A previous study consulted with a small group of urban professionals, who concluded in a satisfaction usability test that online VR had potential value as a usable 3D communication and remote marketing tool but acknowledged that visual quality and geographic accuracy were obstacles to overcome. This research takes the investigation a significant step further to also examine the usability aspects of efficiency (how quickly tasks are completed) and effectiveness (how successfully tasks are completed), relating to OpenSimulator in an urban planning situation. The comparative study pits a three-dimensional VR model (with increased graphic fidelity and geographic content to address the feedback of the previous study) of a subdivision design (in a Dunedin suburb) against 3D models built with GIS (ArcGIS) and CAD (BricsCAD) tools, two types of software environment well established in urban professional practice. Urban professionals participated in the study by attempting to perform timed tasks correctly in each of the environments before being asked questions about the technologies involved and their perceived importance to their professional work. The results reinforce the positive feedback for VR of the previous study, with the graphical and geographic data issues being somewhat addressed (though participants stressed the need for accurate and precise object and terrain modification capabilities in VR). Ease-ofuse and associated fastest task completion speed were significant positive outcomes to emerge from the comparison with GIS and CAD, pointing to a strong future for VR in an urban planning context.

  3. Beam Dynamics Simulation Platform and Studies of Beam Breakup in Dielectric Wakefield Structures

    NASA Astrophysics Data System (ADS)

    Schoessow, P.; Kanareykin, A.; Jing, C.; Kustov, A.; Altmark, A.; Gai, W.

    2010-11-01

    A particle-Green's function beam dynamics code (BBU-3000) to study beam breakup effects is incorporated into a parallel computing framework based on the Boinc software environment, and supports both task farming on a heterogeneous cluster and local grid computing. User access to the platform is through a web browser.

  4. Design, Test, Redesign: Simulation in Technology, Engineering, and Design Education Classrooms

    ERIC Educational Resources Information Center

    Swinson, Ronnie; Clark, Aaron C.; Ernst, Jeremy V.; Sutton, Kevin

    2016-01-01

    Today's engineers, designers, and technologists are often thrust into the role of problem solver, from the initial design phase of a product or process all the way to final development. Many engineers in manufacturing environments are tasked with solving problems and continuously improving processes to enhance company profitability, efficiency,…

  5. Designing for Discovery Learning of Complexity Principles of Congestion by Driving Together in the TrafficJams Simulation

    ERIC Educational Resources Information Center

    Levy, Sharona T.; Peleg, Ran; Ofeck, Eyal; Tabor, Naamit; Dubovi, Ilana; Bluestein, Shiri; Ben-Zur, Hadar

    2018-01-01

    We propose and evaluate a framework supporting collaborative discovery learning of complex systems. The framework blends five design principles: (1) individual action: amidst (2) social interactions; challenged with (3) multiple tasks; set in (4) a constrained interactive learning environment that draws attention to (5) highlighted target…

  6. The Role of Self-Efficacy, Goal, and Affect in Dynamic Motivational Self-Regulation

    ERIC Educational Resources Information Center

    Seo, Myeong-gu; Ilies, Remus

    2009-01-01

    In this paper, we examined the within-person relationship between self-efficacy and performance in an Internet-based stock investment simulation in which participants engaged in a series of stock trading activities trying to achieve performance goals in response to dynamic task environments (performance feedback and stock market movements).…

  7. Learning in a Virtual Environment Using Haptic Systems for Movement Re-Education: Can This Medium Be Used for Remodeling Other Behaviors and Actions?

    PubMed Central

    Merians, Alma S; Fluet, Gerard G; Qiu, Qinyin; Lafond, Ian; Adamovich, Sergei V

    2011-01-01

    Robotic systems that are interfaced with virtual reality gaming and task simulations are increasingly being developed to provide repetitive intensive practice to promote increased compliance and facilitate better outcomes in rehabilitation post-stroke. A major development in the use of virtual environments (VEs) has been to incorporate tactile information and interaction forces into what was previously an essentially visual experience. Robots of varying complexity are being interfaced with more traditional virtual presentations to provide haptic feedback that enriches the sensory experience and adds physical task parameters. This provides forces that produce biomechanical and neuromuscular interactions with the VE that approximate real-world movement more accurately than visual-only VEs, simulating the weight and force found in upper extremity tasks. The purpose of this article is to present an overview of several systems that are commercially available for ambulation training and for training movement of the upper extremity. We will also report on the system that we have developed (NJIT-RAVR system) that incorporates motivating and challenging haptic feedback effects into VE simulations to facilitate motor recovery of the upper extremity post-stroke. The NJIT-RAVR system trains both the upper arm and the hand. The robotic arm acts as an interface between the participants and the VEs, enabling multiplanar movements against gravity in a three-dimensional workspace. The ultimate question is whether this medium can provide a motivating, challenging, gaming experience with dramatically decreased physical difficulty levels, which would allow for participation by an obese person and facilitate greater adherence to exercise regimes. PMID:21527097

  8. Atomic research

    NASA Technical Reports Server (NTRS)

    Hadaway, James B.; Connatser, Robert; Cothren, Bobby; Johnson, R. B.

    1993-01-01

    Work performed by the University of Alabama in Huntsville's (UAH) Center for Applied Optics (CAO) entitled Atomic Research is documented. Atomic oxygen (AO) effects on materials have long been a critical concern in designing spacecraft to withstand exposure to the Low Earth Orbit (LEO) environment. The objective of this research effort was to provide technical expertise in the design of instrumentation and experimental techniques for analyzing materials exposed to atomic oxygen in accelerated testing at NASA/MSFC. Such testing was required to answer fundamental questions concerning Space Station Freedom (SSF) candidate materials and materials exposed to atomic oxygen aboard the Long-Duration Exposure Facility (LDEF). The primary UAH task was to provide technical design, review, and analysis to MSFC in the development of a state-of-the-art 5eV atomic oxygen beam facility required to simulate the RAM-induced low earth orbit (LEO) AO environment. This development was to be accomplished primarily at NASA/MSFC. In support of this task, contamination effects and ultraviolet (UV) simulation testing was also to be carried out using NASA/MSFC facilities. Any materials analysis of LDEF samples was to be accomplished at UAH.

  9. Event detection and localization for small mobile robots using reservoir computing.

    PubMed

    Antonelo, E A; Schrauwen, B; Stroobandt, D

    2008-08-01

    Reservoir Computing (RC) techniques use a fixed (usually randomly created) recurrent neural network, or more generally any dynamic system, which operates at the edge of stability, where only a linear static readout output layer is trained by standard linear regression methods. In this work, RC is used for detecting complex events in autonomous robot navigation. This can be extended to robot localization tasks which are solely based on a few low-range, high-noise sensory data. The robot thus builds an implicit map of the environment (after learning) that is used for efficient localization by simply processing the input stream of distance sensors. These techniques are demonstrated in both a simple simulation environment and in the physically realistic Webots simulation of the commercially available e-puck robot, using several complex and even dynamic environments.

  10. Probabilistic double guarantee kidnapping detection in SLAM.

    PubMed

    Tian, Yang; Ma, Shugen

    2016-01-01

    For determining whether kidnapping has happened and which type of kidnapping it is while a robot performs autonomous tasks in an unknown environment, a double guarantee kidnapping detection (DGKD) method has been proposed. The good performance of DGKD in a relative small environment is shown. However, a limitation of DGKD is found in a large-scale environment by our recent work. In order to increase the adaptability of DGKD in a large-scale environment, an improved method called probabilistic double guarantee kidnapping detection is proposed in this paper to combine probability of features' positions and the robot's posture. Simulation results demonstrate the validity and accuracy of the proposed method.

  11. The effects of Above Real-Time Training (ARTT) in an F-16 simulator

    NASA Technical Reports Server (NTRS)

    Guckenberger, Dutch; Stanney, Kay; Lane, Norman E.

    1994-01-01

    In this application of above real-time training (ARTT), 24 mission-capable F-16 pilots performed three tasks on a part-task F-16A flight simulator under varying levels of time compression (i.e., 1.0x, 1.5x, 2.0x, and random). All subjects were then tested in a real-time (1.0x) environment. The three tasks under study were an emergency procedure (EP) task, a one versus two air combat maneuvering (ACM) task, and a stern conversion or air intercept task. All ARTT pilots performed the EP task with 28 percent greater accuracy and were better at dealing with a simultaneous MIG threat, reflected by a six-fold increase in the number of MIG kills compared to a real-time control group. In the stern conversion task, there were no statistical differences between groups. In the ACM task, those pilots trained in the mixed time accelerations were faster to acquire lock and were faster to kill both MIG threats than the other groups. These findings are generally consistent with previous findings that show positive effects of task variations (including time variations) during training. Also discussed are related research findings that support the benefits of ARTT and ARTT's impact on emergency procedure training. Further, a synthesis of multidiscipline research outlining the underlying theoretical basis for ARTT is presented. A proposed model of ARTT based on an analogy to Einstein's theory of special relativity is suggested. Conclusions and an outline of future research directions are presented. Successful current commercialization efforts are related as well as future efforts.

  12. The effect of improving task representativeness on capturing nurses’ risk assessment judgements: a comparison of written case simulations and physical simulations

    PubMed Central

    2013-01-01

    Background The validity of studies describing clinicians’ judgements based on their responses to paper cases is questionable, because - commonly used - paper case simulations only partly reflect real clinical environments. In this study we test whether paper case simulations evoke similar risk assessment judgements to the more realistic simulated patients used in high fidelity physical simulations. Methods 97 nurses (34 experienced nurses and 63 student nurses) made dichotomous assessments of risk of acute deterioration on the same 25 simulated scenarios in both paper case and physical simulation settings. Scenarios were generated from real patient cases. Measures of judgement ‘ecology’ were derived from the same case records. The relationship between nurses’ judgements, actual patient outcomes (i.e. ecological criteria), and patient characteristics were described using the methodology of judgement analysis. Logistic regression models were constructed to calculate Lens Model Equation parameters. Parameters were then compared between the modeled paper-case and physical-simulation judgements. Results Participants had significantly less achievement (ra) judging physical simulations than when judging paper cases. They used less modelable knowledge (G) with physical simulations than with paper cases, while retaining similar cognitive control and consistency on repeated patients. Respiration rate, the most important cue for predicting patient risk in the ecological model, was weighted most heavily by participants. Conclusions To the extent that accuracy in judgement analysis studies is a function of task representativeness, improving task representativeness via high fidelity physical simulations resulted in lower judgement performance in risk assessments amongst nurses when compared to paper case simulations. Lens Model statistics could prove useful when comparing different options for the design of simulations used in clinical judgement analysis. The approach outlined may be of value to those designing and evaluating clinical simulations as part of education and training strategies aimed at improving clinical judgement and reasoning. PMID:23718556

  13. Research on modeling and motion simulation of a spherical space robot with telescopic manipulator based on virtual prototype technology

    NASA Astrophysics Data System (ADS)

    Shi, Chengkun; Sun, Hanxu; Jia, Qingxuan; Zhao, Kailiang

    2009-05-01

    For realizing omni-directional movement and operating task of spherical space robot system, this paper describes an innovated prototype and analyzes dynamic characteristics of a spherical rolling robot with telescopic manipulator. Based on the Newton-Euler equations, the kinematics and dynamic equations of the spherical robot's motion are instructed detailedly. Then the motion simulations of the robot in different environments are developed with ADAMS. The simulation results validate the mathematics model of the system. And the dynamic model establishes theoretical basis for the latter job.

  14. [Virtual surgical education: experience with medicine and surgery students].

    PubMed

    Bonavina, Luigi; Mozzi, Enrico; Peracchia, Alberto

    2003-01-01

    The use of virtual reality simulation is currently being proposed within programs of postgraduate surgical education. The simple tasks that make up an operative procedure can be repeatedly performed until satisfactory execution is achieved, and the errors can be corrected by means of objective assessment. The aim of this study was to evaluate the applicability and the results of structured practice with the LapSim laparoscopic simulator used by undergraduate medical students. A significant reduction in operative time and errors was noted in several tasks (navigation, clipping, etc.). Although the transfer of technical skills to the operating room environment remains to be demonstrated, our research shows that this type of teaching is applicable to undergraduate medical students and in future may become a useful tool for selecting individuals for surgical residency programs.

  15. Physiological Assessment of Aircraft Pilot Workload in Simulated Landing and Simulated Hostile Threat Environments

    DTIC Science & Technology

    1984-04-01

    999949999999 17 * . TABLE 3.Inter- beat interval (131) changes over 14 blocks of 6 tone trials each f’or the 3...Tone3 were presented • .. 4 binaurally through Sennheiser Model HD 400 earphones. Tone duration was 200 msec at 65 dB. A *run* on this task was...canthus and superior ridge of the left eye. Heart rate (actually quantified as inter- beat -interal, or IBI, in msec) leads were placed on the left

  16. History-Based Response Threshold Model for Division of Labor in Multi-Agent Systems

    PubMed Central

    Lee, Wonki; Kim, DaeEun

    2017-01-01

    Dynamic task allocation is a necessity in a group of robots. Each member should decide its own task such that it is most commensurate with its current state in the overall system. In this work, the response threshold model is applied to a dynamic foraging task. Each robot employs a task switching function based on the local task demand obtained from the surrounding environment, and no communication occurs between the robots. Each individual member has a constant-sized task demand history that reflects the global demand. In addition, it has response threshold values for all of the tasks and manages the task switching process depending on the stimuli of the task demands. The robot then determines the task to be executed to regulate the overall division of labor. This task selection induces a specialized tendency for performing a specific task and regulates the division of labor. In particular, maintaining a history of the task demands is very effective for the dynamic foraging task. Various experiments are performed using a simulation with multiple robots, and the results show that the proposed algorithm is more effective as compared to the conventional model. PMID:28555031

  17. Enabling Efficient Climate Science Workflows in High Performance Computing Environments

    NASA Astrophysics Data System (ADS)

    Krishnan, H.; Byna, S.; Wehner, M. F.; Gu, J.; O'Brien, T. A.; Loring, B.; Stone, D. A.; Collins, W.; Prabhat, M.; Liu, Y.; Johnson, J. N.; Paciorek, C. J.

    2015-12-01

    A typical climate science workflow often involves a combination of acquisition of data, modeling, simulation, analysis, visualization, publishing, and storage of results. Each of these tasks provide a myriad of challenges when running on a high performance computing environment such as Hopper or Edison at NERSC. Hurdles such as data transfer and management, job scheduling, parallel analysis routines, and publication require a lot of forethought and planning to ensure that proper quality control mechanisms are in place. These steps require effectively utilizing a combination of well tested and newly developed functionality to move data, perform analysis, apply statistical routines, and finally, serve results and tools to the greater scientific community. As part of the CAlibrated and Systematic Characterization, Attribution and Detection of Extremes (CASCADE) project we highlight a stack of tools our team utilizes and has developed to ensure that large scale simulation and analysis work are commonplace and provide operations that assist in everything from generation/procurement of data (HTAR/Globus) to automating publication of results to portals like the Earth Systems Grid Federation (ESGF), all while executing everything in between in a scalable environment in a task parallel way (MPI). We highlight the use and benefit of these tools by showing several climate science analysis use cases they have been applied to.

  18. Experimental investigation of the effects of the acoustical conditions in a simulated classroom on speech recognition and learning in children a

    PubMed Central

    Valente, Daniel L.; Plevinsky, Hallie M.; Franco, John M.; Heinrichs-Graham, Elizabeth C.; Lewis, Dawna E.

    2012-01-01

    The potential effects of acoustical environment on speech understanding are especially important as children enter school where students’ ability to hear and understand complex verbal information is critical to learning. However, this ability is compromised because of widely varied and unfavorable classroom acoustics. The extent to which unfavorable classroom acoustics affect children’s performance on longer learning tasks is largely unknown as most research has focused on testing children using words, syllables, or sentences as stimuli. In the current study, a simulated classroom environment was used to measure comprehension performance of two classroom learning activities: a discussion and lecture. Comprehension performance was measured for groups of elementary-aged students in one of four environments with varied reverberation times and background noise levels. The reverberation time was either 0.6 or 1.5 s, and the signal-to-noise level was either +10 or +7 dB. Performance is compared to adult subjects as well as to sentence-recognition in the same condition. Significant differences were seen in comprehension scores as a function of age and condition; both increasing background noise and reverberation degraded performance in comprehension tasks compared to minimal differences in measures of sentence-recognition. PMID:22280587

  19. Visual-motor response of crewmen during a simulated 90-day space mission as measured by the critical task battery

    NASA Technical Reports Server (NTRS)

    Allen, R. W.; Jex, H. R.

    1973-01-01

    In order to test various components of a regenerative life support system and to obtain data on the physiological and psychological effects of long duration exposure to confinement in a space station atmosphere, four carefully screened young men were sealed in a space station simulator for 90 days and administered a tracking test battery. The battery included a clinical test (Critical Instability Task) designed to measure a subject's dynamic time delay, and a more conventional steady tracking task, during which dynamic response (describing functions) and performance measures were obtained. Good correlation was noted between the clinical critical instability scores and more detailed tracking parameters such as dynamic time delay and gain-crossover frequency. The levels of each parameter span the range observed with professional pilots and astronaut candidates tested previously. The chamber environment caused no significant decrement on the average crewman's dynamic response behavior, and the subjects continued to improve slightly in their tracking skills during the 90-day confinement period.

  20. Virtual reality in surgical education.

    PubMed

    Ota, D; Loftin, B; Saito, T; Lea, R; Keller, J

    1995-03-01

    Virtual reality (VR) is an emerging technology that can teach surgeons new procedures and can determine their level of competence before they operate on patients. Also VR allows the trainee to return to the same procedure or task several times later as a refresher course. Laparoscopic surgery is a new operative technique which requires the surgeon to observe the operation on a video-monitor and requires the acquisition of new skills. VR simulation could duplicate the operative field and thereby enhance training and reduce the need for expensive animal training models. Our preliminary experience has shown that we have the technology to model tissues and laparoscopic instruments and to develop in real time a VR learning environment for surgeons. Another basic need is to measure competence. Surgical training is an apprenticeship requiring close supervision and 5-7 years of training. Technical competence is judged by the mentor and has always been subjective. If VR surgical simulators are to play an important role in the future, quantitative measurement of competence would have to be part of the system. Because surgical competence is "vague" and is characterized by such terms as "too long, too short" or "too close, too far," it is possible that the principles of fuzzy logic could be used to measure competence in a VR surgical simulator. Because a surgical procedure consists of a series of tasks and each task is a series of steps, we will plan to create two important tasks in a VR simulator and validate their use. These tasks consist of laparoscopic knot tying and laparoscopic suturing. Our hypothesis is that VR in combination with fuzzy logic can educate surgeons and determine when they are competent to perform these procedures on patients.

  1. Effects of platooning on signal-detection performance, workload, and stress: A driving simulator study.

    PubMed

    Heikoop, Daniël D; de Winter, Joost C F; van Arem, Bart; Stanton, Neville A

    2017-04-01

    Platooning, whereby automated vehicles travel closely together in a group, is attractive in terms of safety and efficiency. However, concerns exist about the psychological state of the platooning driver, who is exempted from direct control, yet remains responsible for monitoring the outside environment to detect potential threats. By means of a driving simulator experiment, we investigated the effects on recorded and self-reported measures of workload and stress for three task-instruction conditions: (1) No Task, in which participants had to monitor the road, (2) Voluntary Task, in which participants could do whatever they wanted, and (3) Detection Task, in which participants had to detect red cars. Twenty-two participants performed three 40-min runs in a constant-speed platoon, one condition per run in counterbalanced order. Contrary to some classic literature suggesting that humans are poor monitors, in the Detection Task condition participants attained a high mean detection rate (94.7%) and a low mean false alarm rate (0.8%). Results of the Dundee Stress State Questionnaire indicated that automated platooning was less distressing in the Voluntary Task than in the Detection Task and No Task conditions. In terms of heart rate variability, the Voluntary Task condition yielded a lower power in the low-frequency range relative to the high-frequency range (LF/HF ratio) than the Detection Task condition. Moreover, a strong time-on-task effect was found, whereby the mean heart rate dropped from the first to the third run. In conclusion, participants are able to remain attentive for a prolonged platooning drive, and the type of monitoring task has effects on the driver's psychological state. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. Modeling the human as a controller in a multitask environment

    NASA Technical Reports Server (NTRS)

    Govindaraj, T.; Rouse, W. B.

    1978-01-01

    Modeling the human as a controller of slowly responding systems with preview is considered. Along with control tasks, discrete noncontrol tasks occur at irregular intervals. In multitask situations such as these, it has been observed that humans tend to apply piecewise constant controls. It is believed that the magnitude of controls and the durations for which they remain constant are dependent directly on the system bandwidth, preview distance, complexity of the trajectory to be followed, and nature of the noncontrol tasks. A simple heuristic model of human control behavior in this situation is presented. The results of a simulation study, whose purpose was determination of the sensitivity of the model to its parameters, are discussed.

  3. Space Science

    NASA Image and Video Library

    2003-06-01

    NASA’s Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  4. Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training

    NASA Technical Reports Server (NTRS)

    2003-01-01

    NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  5. Space Station Habitability Recommendations Based on a Systematic Comparative Analysis of Analogous Conditions

    NASA Technical Reports Server (NTRS)

    Stuster, Jack W.

    1986-01-01

    Conditions analogous to the proposed NASA Space Station are systematically analyzed in order to extrapolate design guidelines and recommendations concerning habitability and crew productivity. Analogous environments studied included Skylab, Sealab, Tektite, submarines, Antarctic stations and oil drilling platforms, among others. These analogues were compared and rated for size and composition of group, social organization, preparedness for mission, duration of tour, types of tasks, physical and psychological isolation, personal motivation, perceived risk, and quality of habitat and life support conditions. One-hundred design recommendations concerning, sleep, clothing, exercise, medical support, personal hygiene, food preparation, group interaction, habitat aesthetics, outside communications, recreational opportunities, privacy and personal space, waste disposal, onboard training, simulation and task preparation, and behavioral and physiological requirements associated with a microgravity environment, are provided.

  6. Effect of reinforcement learning on coordination of multiangent systems

    NASA Astrophysics Data System (ADS)

    Bukkapatnam, Satish T. S.; Gao, Greg

    2000-12-01

    For effective coordination of distributed environments involving multiagent systems, learning ability of each agent in the environment plays a crucial role. In this paper, we develop a simple group learning method based on reinforcement, and study its effect on coordination through application to a supply chain procurement scenario involving a computer manufacturer. Here, all parties are represented by self-interested, autonomous agents, each capable of performing specific simple tasks. They negotiate with each other to perform complex tasks and thus coordinate supply chain procurement. Reinforcement learning is intended to enable each agent to reach a best negotiable price within a shortest possible time. Our simulations of the application scenario under different learning strategies reveals the positive effects of reinforcement learning on an agent's as well as the system's performance.

  7. A high-fidelity, six-degree-of-freedom batch simulation environment for tactical guidance research and evaluation

    NASA Technical Reports Server (NTRS)

    Goodrich, Kenneth H.

    1993-01-01

    A batch air combat simulation environment, the tactical maneuvering simulator (TMS), is presented. The TMS is a tool for developing and evaluating tactical maneuvering logics, but it can also be used to evaluate the tactical implications of perturbations to aircraft performance or supporting systems. The TMS can simulate air combat between any number of engagement participants, with practical limits imposed by computer memory and processing power. Aircraft are modeled using equations of motion, control laws, aerodynamics, and propulsive characteristics equivalent to those used in high-fidelity piloted simulations. Data bases representative of a modern high-performance aircraft with and without thrust-vectoring capability are included. To simplify the task of developing and implementing maneuvering logics in the TMS, an outer-loop control system, the tactical autopilot (TA), is implemented in the aircraft simulation model. The TA converts guidance commands by computerized maneuvering logics from desired angle of attack and wind-axis bank-angle inputs to the inner loop control augmentation system of the aircraft. The capabilities and operation of the TMS and the TA are described.

  8. Use of the RoboFlag synthetic task environment to investigate workload and stress responses in UAV operation.

    PubMed

    Guznov, Svyatoslav; Matthews, Gerald; Funke, Gregory; Dukes, Allen

    2011-09-01

    Use of unmanned aerial vehicles (UAVs) is an increasingly important element of military missions. However, controlling UAVs may impose high stress and workload on the operator. This study evaluated the use of the RoboFlag simulated environment as a means for profiling multiple dimensions of stress and workload response to a task requiring control of multiple vehicles (robots). It tested the effects of two workload manipulations, environmental uncertainty (i.e., UAV's visual view area) and maneuverability, in 64 participants. The findings confirmed that the task produced substantial workload and elevated distress. Dissociations between the stress and performance effects of the manipulations confirmed the utility of a multivariate approach to assessment. Contrary to expectations, distress and some aspects of workload were highest in the low-uncertainty condition, suggesting that overload of information may be an issue for UAV interface designers. The strengths and limitations of RoboFlag as a methodology for investigating stress and workload responses are discussed.

  9. Establishing a curriculum for the acquisition of laparoscopic psychomotor skills in the virtual reality environment.

    PubMed

    Sinitsky, Daniel M; Fernando, Bimbi; Berlingieri, Pasquale

    2012-09-01

    The unique psychomotor skills required in laparoscopy result in reduced patient safety during the early part of the learning curve. Evidence suggests that these may be safely acquired in the virtual reality (VR) environment. Several VR simulators are available, each preloaded with several psychomotor skills tasks that provide users with computer-generated performance metrics. This review aimed to evaluate the usefulness of specific psychomotor skills tasks and metrics, and how trainers might build an effective training curriculum. We performed a comprehensive literature search. The vast majority of VR psychomotor skills tasks show construct validity for one or more metrics. These are commonly for time and motion parameters. Regarding training schedules, distributed practice is preferred over massed practice. However, a degree of supervision may be needed to counter the limitations of VR training. In the future, standardized proficiency scores should facilitate local institutions in establishing VR laparoscopic psychomotor skills curricula. Copyright © 2012 Elsevier Inc. All rights reserved.

  10. Visualization Methods for Viability Studies of Inspection Modules for the Space Shuttle

    NASA Technical Reports Server (NTRS)

    Mobasher, Amir A.

    2005-01-01

    An effective simulation of an object, process, or task must be similar to that object, process, or task. A simulation could consist of a physical device, a set of mathematical equations, a computer program, a person, or some combination of these. There are many reasons for the use of simulators. Although some of the reasons are unique to a specific situation, there are many general reasons and purposes for using simulators. Some are listed but not limited to (1) Safety, (2) Scarce resources, (3) Teaching/education, (4) Additional capabilities, (5) Flexibility and (6) Cost. Robot simulators are in use for all of these reasons. Virtual environments such as simulators will eliminate physical contact with humans and hence will increase the safety of work environment. Corporations with limited funding and resources may utilize simulators to accomplish their goals while saving manpower and money. A computer simulation is safer than working with a real robot. Robots are typically a scarce resource. Schools typically don t have a large number of robots, if any. Factories don t want the robots not performing useful work unless absolutely necessary. Robot simulators are useful in teaching robotics. A simulator gives a student hands-on experience, if only with a simulator. The simulator is more flexible. A user can quickly change the robot configuration, workcell, or even replace the robot with a different one altogether. In order to be useful, a robot simulator must create a model that accurately performs like the real robot. A powerful simulator is usually thought of as a combination of a CAD package with simulation capabilities. Computer Aided Design (CAD) techniques are used extensively by engineers in virtually all areas of engineering. Parts are designed interactively aided by the graphical display of both wireframe and more realistic shaded renderings. Once a part s dimensions have been specified to the CAD package, designers can view the part from any direction to examine how it will look and perform in relation to other parts. If changes are deemed necessary, the designer can easily make the changes and view the results graphically. However, a complex process of moving parts intended for operation in a complex environment can only be fully understood through the process of animated graphical simulation. A CAD package with simulation capabilities allows the designer to develop geometrical models of the process being designed, as well as the environment in which the process will be used, and then test the process in graphical animation much as the actual physical system would be run . By being able to operate the system of moving and stationary parts, the designer is able to see in simulation how the system will perform under a wide variety of conditions. If, for example, undesired collisions occur between parts of the system, design changes can be easily made without the expense or potential danger of testing the physical system.

  11. Physiological responses to simulated firefighter exercise protocols in varying environments.

    PubMed

    Horn, Gavin P; Kesler, Richard M; Motl, Robert W; Hsiao-Wecksler, Elizabeth T; Klaren, Rachel E; Ensari, Ipek; Petrucci, Matthew N; Fernhall, Bo; Rosengren, Karl S

    2015-01-01

    For decades, research to quantify the effects of firefighting activities and personal protective equipment on physiology and biomechanics has been conducted in a variety of testing environments. It is unknown if these different environments provide similar information and comparable responses. A novel Firefighting Activities Station, which simulates four common fireground tasks, is presented for use with an environmental chamber in a controlled laboratory setting. Nineteen firefighters completed three different exercise protocols following common research practices. Simulated firefighting activities conducted in an environmental chamber or live-fire structures elicited similar physiological responses (max heart rate: 190.1 vs 188.0 bpm, core temperature response: 0.047°C/min vs 0.043°C/min) and accelerometry counts. However, the response to a treadmill protocol commonly used in laboratory settings resulted in significantly lower heart rate (178.4 vs 188.0 bpm), core temperature response (0.037°C/min vs 0.043°C/min) and physical activity counts compared with firefighting activities in the burn building. Practitioner Summary: We introduce a new approach for simulating realistic firefighting activities in a controlled laboratory environment for ergonomics assessment of fire service equipment and personnel. Physiological responses to this proposed protocol more closely replicate those from live-fire activities than a traditional treadmill protocol and are simple to replicate and standardise.

  12. Force-Sensing Enhanced Simulation Environment (ForSense) for laparoscopic surgery training and assessment.

    PubMed

    Cundy, Thomas P; Thangaraj, Evelyn; Rafii-Tari, Hedyeh; Payne, Christopher J; Azzie, Georges; Sodergren, Mikael H; Yang, Guang-Zhong; Darzi, Ara

    2015-04-01

    Excessive or inappropriate tissue interaction force during laparoscopic surgery is a recognized contributor to surgical error, especially for robotic surgery. Measurement of force at the tool-tissue interface is, therefore, a clinically relevant skill assessment variable that may improve effectiveness of surgical simulation. Popular box trainer simulators lack the necessary technology to measure force. The aim of this study was to develop a force sensing unit that may be integrated easily with existing box trainer simulators and to (1) validate multiple force variables as objective measurements of laparoscopic skill, and (2) determine concurrent validity of a revised scoring metric. A base plate unit sensitized to a force transducer was retrofitted to a box trainer. Participants of 3 different levels of operative experience performed 5 repetitions of a peg transfer and suture task. Multiple outcome variables of force were assessed as well as a revised scoring metric that incorporated a penalty for force error. Mean, maximum, and overall magnitudes of force were significantly different among the 3 levels of experience, as well as force error. Experts were found to exert the least force and fastest task completion times, and vice versa for novices. Overall magnitude of force was the variable most correlated with experience level and task completion time. The revised scoring metric had similar predictive strength for experience level compared with the standard scoring metric. Current box trainer simulators can be adapted for enhanced objective measurements of skill involving force sensing. These outcomes are significantly influenced by level of expertise and are relevant to operative safety in laparoscopic surgery. Conventional proficiency standards that focus predominantly on task completion time may be integrated with force-based outcomes to be more accurately reflective of skill quality. Copyright © 2015 Elsevier Inc. All rights reserved.

  13. Effects of Information Availability on Command-and-Control Decision Making: Performance, Trust, and Situation Awareness.

    PubMed

    Marusich, Laura R; Bakdash, Jonathan Z; Onal, Emrah; Yu, Michael S; Schaffer, James; O'Donovan, John; Höllerer, Tobias; Buchler, Norbou; Gonzalez, Cleotilde

    2016-03-01

    We investigated how increases in task-relevant information affect human decision-making performance, situation awareness (SA), and trust in a simulated command-and-control (C2) environment. Increased information is often associated with an improvement of SA and decision-making performance in networked organizations. However, previous research suggests that increasing information without considering the task relevance and the presentation can impair performance. We used a simulated C2 task across two experiments. Experiment 1 varied the information volume provided to individual participants and measured the speed and accuracy of decision making for task performance. Experiment 2 varied information volume and information reliability provided to two participants acting in different roles and assessed decision-making performance, SA, and trust between the paired participants. In both experiments, increased task-relevant information volume did not improve task performance. In Experiment 2, increased task-relevant information volume reduced self-reported SA and trust, and incorrect source reliability information led to poorer task performance and SA. These results indicate that increasing the volume of information, even when it is accurate and task relevant, is not necessarily beneficial to decision-making performance. Moreover, it may even be detrimental to SA and trust among team members. Given the high volume of available and shared information and the safety-critical and time-sensitive nature of many decisions, these results have implications for training and system design in C2 domains. To avoid decrements to SA, interpersonal trust, and decision-making performance, information presentation within C2 systems must reflect human cognitive processing limits and capabilities. © 2016, Human Factors and Ergonomics Society.

  14. Assessment of radiation awareness training in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Whisker, Vaughn E., III

    The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the assessment phase of the experiment. The CAVE supplied an activity-based training environment where learners were able to use a virtual survey meter to explore the properties of radiation sources and the effects of time and distance on radiation exposure. Once the training stage had ended, the subjects completed an assessment activity where they were asked to complete four tasks in a simulated radiation environment in the CAVE, which was designed to provide a more authentic assessment than simply testing understanding using a quiz. After the practicum, the subjects completed a post-test. Survey information was also collected to assist the researcher with interpretation of the collected data. Response to the training was measured by completion time, radiation exposure received, successful completion of the four tasks in the practicum, and scores on the post-test. These results were combined to create a radiation awareness score. In addition, observational data was collected as the subjects completed the tasks. The radiation awareness scores of the control group and the group that received supplemental training in the virtual environment were compared. T-tests showed that the effect of the supplemental training was not significant; however, calculation of the effect size showed a small-to-medium effect of the training. The CAVE group received significantly less radiation exposure during the assessment activity, and they completed the activities on an average of one minute faster. These results indicate that the training was effective, primarily for instilling radiation sensitivity. Observational data collected during the assessment supports this conclusion. The training environment provided by the immersive virtual reality recreated a radiation environment where learners could apply knowledge they had been taught by computer-based training. Activity-based training has been shown to be a more effective way to transfer skills because of the similarity between the training environment and the application environment. Virtual reality enables the training environment to look and feel like the application environment. Because of this, radiation awareness training in an immersive virtual environment should be considered by the nuclear industry, which is supported by the results of this experiment.

  15. Robotic virtual reality simulation plus standard robotic orientation versus standard robotic orientation alone: a randomized controlled trial.

    PubMed

    Vaccaro, Christine M; Crisp, Catrina C; Fellner, Angela N; Jackson, Christopher; Kleeman, Steven D; Pavelka, James

    2013-01-01

    The objective of this study was to compare the effect of virtual reality simulation training plus robotic orientation versus robotic orientation alone on performance of surgical tasks using an inanimate model. Surgical resident physicians were enrolled in this assessor-blinded randomized controlled trial. Residents were randomized to receive either (1) robotic virtual reality simulation training plus standard robotic orientation or (2) standard robotic orientation alone. Performance of surgical tasks was assessed at baseline and after the intervention. Nine of 33 modules from the da Vinci Skills Simulator were chosen. Experts in robotic surgery evaluated each resident's videotaped performance of the inanimate model using the Global Rating Scale (GRS) and Objective Structured Assessment of Technical Skills-modified for robotic-assisted surgery (rOSATS). Nine resident physicians were enrolled in the simulation group and 9 in the control group. As a whole, participants improved their total time, time to incision, and suture time from baseline to repeat testing on the inanimate model (P = 0.001, 0.003, <0.001, respectively). Both groups improved their GRS and rOSATS scores significantly (both P < 0.001); however, the GRS overall pass rate was higher in the simulation group compared with the control group (89% vs 44%, P = 0.066). Standard robotic orientation and/or robotic virtual reality simulation improve surgical skills on an inanimate model, although this may be a function of the initial "practice" on the inanimate model and repeat testing of a known task. However, robotic virtual reality simulation training increases GRS pass rates consistent with improved robotic technical skills learned in a virtual reality environment.

  16. An ICAI architecture for troubleshooting in complex, dynamic systems

    NASA Technical Reports Server (NTRS)

    Fath, Janet L.; Mitchell, Christine M.; Govindaraj, T.

    1990-01-01

    Ahab, an intelligent computer-aided instruction (ICAI) program, illustrates an architecture for simulator-based ICAI programs to teach troubleshooting in complex, dynamic environments. The architecture posits three elements of a computerized instructor: the task model, the student model, and the instructional module. The task model is a prescriptive model of expert performance that uses symptomatic and topographic search strategies to provide students with directed problem-solving aids. The student model is a descriptive model of student performance in the context of the task model. This student model compares the student and task models, critiques student performance, and provides interactive performance feedback. The instructional module coordinates information presented by the instructional media, the task model, and the student model so that each student receives individualized instruction. Concept and metaconcept knowledge that supports these elements is contained in frames and production rules, respectively. The results of an experimental evaluation are discussed. They support the hypothesis that training with an adaptive online system built using the Ahab architecture produces better performance than training using simulator practice alone, at least with unfamiliar problems. It is not sufficient to develop an expert strategy and present it to students using offline materials. The training is most effective if it adapts to individual student needs.

  17. Training Community Modeling and Simulation Business Plan: 2008 Edition

    DTIC Science & Technology

    2009-12-01

    Collaborative information environment. Collaborative tools will help CCDRs and joint staffs plan and disseminate operations, link the staffs to subject matter...anticipating direct and indirect effects as they propagate through political, military, economic, sociological, and information infrastructures. Capabilities...will also 5-11 enhance training for joint staffs and task forces; crisis management; JUO; information warfare; interagency, intergovernmental, and

  18. Undergraduate Student Task Group Approach to Complex Problem Solving Employing Computer Programming.

    ERIC Educational Resources Information Center

    Brooks, LeRoy D.

    A project formulated a computer simulation game for use as an instructional device to improve financial decision making. The author constructed a hypothetical firm, specifying its environment, variables, and a maximization problem. Students, assisted by a professor and computer consultants and having access to B5500 and B6700 facilities, held 16…

  19. Integrating Role-Play with Case Study and Carbon Footprint Monitoring: A Transformative Approach to Enhancing Learners' Social Behavior for a More Sustainable Environment

    ERIC Educational Resources Information Center

    Oliver, Simon

    2016-01-01

    Learners were separated into groups representing the interests of parties that typically negotiate environmental affairs in real world scenarios (conservationists, scientists, politicians, NGOs, stakeholders), and tasked with preparing role-play simulations using a variety of flipped learning techniques. Learners' carbon footprints were monitored…

  20. Effects of training on short- and long-term skill retention in a complex multiple-task environment.

    PubMed

    Sauer, J; Hockey, G R; Wastell, D G

    2000-12-01

    The paper reports the results of an experiment on the performance and retention of a complex task. This was a computer-based simulation of the essential elements of a spacecraft's life support system. It allowed the authors to take a range of measures, including primary and secondary task performance, system intervention and information sampling strategies, mental model structure, and subjective operator state. The study compared the effectiveness of two methods of training, based on low level (procedure-based) and high level (system-based) understanding. Twenty-five participants were trained extensively on the task, then given a 1-h testing session. A second testing session was carried out 8 months after the first (with no intervening practice) with 17 of the original participants. While training had little effect on control performance, there were considerable effects on system management strategies, as well as in structure of operator's mental model. In the second testing session, the anticipated general performance decrement did not occur, though for complex faults there was an increase in selectivity towards the primary control task. The relevance of the findings for training and skill retention in real work environments is discussed in the context of a model of compensatory control.

  1. Acquisition of control skill with delayed and compensated displays.

    PubMed

    Ricard, G L

    1995-09-01

    The difficulty of mastering a two-axis, compensatory, manual control task was manipulated by introducing transport delays into the feedback loop of the controlled element. Realistic aircraft dynamics were used. Subjects' display was a simulation of an "inside-out" artificial horizon instrument perturbed by atmospheric turbulence. The task was to maintain straight and level flight, and delays tested were representative of those found in current training simulators. Delay compensations in the form of first-order lead and first-order lead/lag transfer functions, along with an uncompensated condition, were factorially combined with added delays. Subjects were required to meet a relatively strict criterion for performance. Control activity showed no differences during criterion performance, but the trials needed to achieve the criterion were linearly related to the magnitude of the delay and the compensation condition. These data were collected in the context of aircraft attitude control, but the results can be applied to the simulation of other vehicles, to remote manipulation, and to maneuvering in graphical environments.

  2. Dynamic VMs placement for energy efficiency by PSO in cloud computing

    NASA Astrophysics Data System (ADS)

    Dashti, Seyed Ebrahim; Rahmani, Amir Masoud

    2016-03-01

    Recently, cloud computing is growing fast and helps to realise other high technologies. In this paper, we propose a hieratical architecture to satisfy both providers' and consumers' requirements in these technologies. We design a new service in the PaaS layer for scheduling consumer tasks. In the providers' perspective, incompatibility between specification of physical machine and user requests in cloud leads to problems such as energy-performance trade-off and large power consumption so that profits are decreased. To guarantee Quality of service of users' tasks, and reduce energy efficiency, we proposed to modify Particle Swarm Optimisation to reallocate migrated virtual machines in the overloaded host. We also dynamically consolidate the under-loaded host which provides power saving. Simulation results in CloudSim demonstrated that whatever simulation condition is near to the real environment, our method is able to save as much as 14% more energy and the number of migrations and simulation time significantly reduces compared with the previous works.

  3. Investigation of Joint Visibility Between SAR and Optical Images of Urban Environments

    NASA Astrophysics Data System (ADS)

    Hughes, L. H.; Auer, S.; Schmitt, M.

    2018-05-01

    In this paper, we present a work-flow to investigate the joint visibility between very-high-resolution SAR and optical images of urban scenes. For this task, we extend the simulation framework SimGeoI to enable a simulation of individual pixels rather than complete images. Using the extended SimGeoI simulator, we carry out a case study using a TerraSAR-X staring spotlight image and a Worldview-2 panchromatic image acquired over the city of Munich, Germany. The results of this study indicate that about 55 % of the scene are visible in both images and are thus suitable for matching and data fusion endeavours, while about 25 % of the scene are affected by either radar shadow or optical occlusion. Taking the image acquisition parameters into account, our findings can provide support regarding the definition of upper bounds for image fusion tasks, as well as help to improve acquisition planning with respect to different application goals.

  4. Effects of simulator motion and visual characteristics on rotorcraft handling qualities evaluations

    NASA Technical Reports Server (NTRS)

    Mitchell, David G.; Hart, Daniel C.

    1993-01-01

    The pilot's perceptions of aircraft handling qualities are influenced by a combination of the aircraft dynamics, the task, and the environment under which the evaluation is performed. When the evaluation is performed in a groundbased simulator, the characteristics of the simulation facility also come into play. Two studies were conducted on NASA Ames Research Center's Vertical Motion Simulator to determine the effects of simulator characteristics on perceived handling qualities. Most evaluations were conducted with a baseline set of rotorcraft dynamics, using a simple transfer-function model of an uncoupled helicopter, under different conditions of visual time delays and motion command washout filters. Differences in pilot opinion were found as the visual and motion parameters were changed, reflecting a change in the pilots' perceptions of handling qualities, rather than changes in the aircraft model itself. The results indicate a need for tailoring the motion washout dynamics to suit the task. Visual-delay data are inconclusive but suggest that it may be better to allow some time delay in the visual path to minimize the mismatch between visual and motion, rather than eliminate the visual delay entirely through lead compensation.

  5. A Behavior-Based Strategy for Single and Multi-Robot Autonomous Exploration

    PubMed Central

    Cepeda, Jesus S.; Chaimowicz, Luiz; Soto, Rogelio; Gordillo, José L.; Alanís-Reyes, Edén A.; Carrillo-Arce, Luis C.

    2012-01-01

    In this paper, we consider the problem of autonomous exploration of unknown environments with single and multiple robots. This is a challenging task, with several potential applications. We propose a simple yet effective approach that combines a behavior-based navigation with an efficient data structure to store previously visited regions. This allows robots to safely navigate, disperse and efficiently explore the environment. A series of experiments performed using a realistic robotic simulator and a real testbed scenario demonstrate that our technique effectively distributes the robots over the environment and allows them to quickly accomplish their mission in large open spaces, narrow cluttered environments, dead-end corridors, as well as rooms with minimum exits.

  6. The use of information theory in evolutionary biology.

    PubMed

    Adami, Christoph

    2012-05-01

    Information is a key concept in evolutionary biology. Information stored in a biological organism's genome is used to generate the organism and to maintain and control it. Information is also that which evolves. When a population adapts to a local environment, information about this environment is fixed in a representative genome. However, when an environment changes, information can be lost. At the same time, information is processed by animal brains to survive in complex environments, and the capacity for information processing also evolves. Here, I review applications of information theory to the evolution of proteins and to the evolution of information processing in simulated agents that adapt to perform a complex task. © 2012 New York Academy of Sciences.

  7. Multidimensional Profiling of Task Stress States for Human Factors: A Brief Review.

    PubMed

    Matthews, Gerald

    2016-09-01

    This article advocates multidimensional assessment of task stress in human factors and reviews the use of the Dundee Stress State Questionnaire (DSSQ) for evaluation of systems and operators. Contemporary stress research has progressed from an exclusive focus on environmental stressors to transactional perspectives on the stress process. Performance impacts of stress reflect the operator's dynamic attempts to understand and cope with task demands. Multidimensional stress assessments are necessary to gauge the different forms of system-operator interaction. This review discusses the theoretical and practical use of the DSSQ in evaluating multidimensional patterns of stress response. It presents psychometric evidence for the multidimensional perspective and illustrative profiles of subjective state response to task stressors and environments. Evidence is also presented on stress state correlations with related variables, including personality, stress process measures, psychophysiological response, and objective task performance. Evidence supports the validity of the DSSQ as a task stress measure. Studies of various simulated environments show that different tasks elicit different profiles of stress state response. Operator characteristics such as resilience predict individual differences in state response to stressors. Structural equation modeling may be used to understand performance impacts of stress states. Multidimensional assessment affords insight into the stress process in a variety of human factors contexts. Integrating subjective and psychophysiological assessment is a priority for future research. Stress state measurement contributes to evaluating system design, countermeasures to stress and fatigue, and performance vulnerabilities. It may also support personnel selection and diagnostic monitoring of operators. © 2016, Human Factors and Ergonomics Society.

  8. Effects of the road environment on the development of driver sleepiness in young male drivers.

    PubMed

    Ahlström, Christer; Anund, Anna; Fors, Carina; Åkerstedt, Torbjörn

    2018-03-01

    Latent driver sleepiness may in some cases be masked by for example social interaction, stress and physical activity. This short-term modulation of sleepiness may also result from environmental factors, such as when driving in stimulating environments. The aim of this study is to compare two road environments and investigate how they affect driver sleepiness. Thirty young male drivers participated in a driving simulator experiment where they drove two scenarios: a rural environment with winding roads and low traffic density, and a suburban road with higher traffic density and a more built-up roadside environment. The driving task was essentially the same in both scenarios, i.e. to stay on the road, without much interaction with other road users. A 2 × 2 design, with the conditions rural versus suburban, and daytime (full sleep) versus night-time (sleep deprived), was used. The results show that there were only minor effects of the road environment on subjective and physiological indicators of sleepiness. In contrast, there was an increase in subjective sleepiness, longer blink durations and increased EEG alpha content, both due to time on task and to night-time driving. The two road environments differed both in terms of the demand on driver action and of visual load, and the results indicate that action demand is the more important of the two factors. The notion that driver fatigue should be countered in a more stimulating visual environment such as in the city is thus more likely due to increased task demand rather than to a richer visual scenery. This should be investigated in further studies. Copyright © 2018 Elsevier Ltd. All rights reserved.

  9. Learning in a virtual environment using haptic systems for movement re-education: can this medium be used for remodeling other behaviors and actions?

    PubMed

    Merians, Alma S; Fluet, Gerard G; Qiu, Qinyin; Lafond, Ian; Adamovich, Sergei V

    2011-03-01

    Robotic systems that are interfaced with virtual reality gaming and task simulations are increasingly being developed to provide repetitive intensive practice to promote increased compliance and facilitate better outcomes in rehabilitation post-stroke. A major development in the use of virtual environments (VEs) has been to incorporate tactile information and interaction forces into what was previously an essentially visual experience. Robots of varying complexity are being interfaced with more traditional virtual presentations to provide haptic feedback that enriches the sensory experience and adds physical task parameters. This provides forces that produce biomechanical and neuromuscular interactions with the VE that approximate real-world movement more accurately than visual-only VEs, simulating the weight and force found in upper extremity tasks. The purpose of this article is to present an overview of several systems that are commercially available for ambulation training and for training movement of the upper extremity. We will also report on the system that we have developed (NJIT-RAVR system) that incorporates motivating and challenging haptic feedback effects into VE simulations to facilitate motor recovery of the upper extremity post-stroke. The NJIT-RAVR system trains both the upper arm and the hand. The robotic arm acts as an interface between the participants and the VEs, enabling multiplanar movements against gravity in a three-dimensional workspace. The ultimate question is whether this medium can provide a motivating, challenging, gaming experience with dramatically decreased physical difficulty levels, which would allow for participation by an obese person and facilitate greater adherence to exercise regimes. © 2011 Diabetes Technology Society.

  10. Behavior generation strategy of artificial behavioral system by self-learning paradigm for autonomous robot tasks

    NASA Astrophysics Data System (ADS)

    Dağlarli, Evren; Temeltaş, Hakan

    2008-04-01

    In this study, behavior generation and self-learning paradigms are investigated for the real-time applications of multi-goal mobile robot tasks. The method is capable to generate new behaviors and it combines them in order to achieve multi goal tasks. The proposed method is composed from three layers: Behavior Generating Module, Coordination Level and Emotion -Motivation Level. Last two levels use Hidden Markov models to manage dynamical structure of behaviors. The kinematics and dynamic model of the mobile robot with non-holonomic constraints are considered in the behavior based control architecture. The proposed method is tested on a four-wheel driven and four-wheel steered mobile robot with constraints in simulation environment and results are obtained successfully.

  11. Autonomous mission management for UAVs using soar intelligent agents

    NASA Astrophysics Data System (ADS)

    Gunetti, Paolo; Thompson, Haydn; Dodd, Tony

    2013-05-01

    State-of-the-art unmanned aerial vehicles (UAVs) are typically able to autonomously execute a pre-planned mission. However, UAVs usually fly in a very dynamic environment which requires dynamic changes to the flight plan; this mission management activity is usually tasked to human supervision. Within this article, a software system that autonomously accomplishes the mission management task for a UAV will be proposed. The system is based on a set of theoretical concepts which allow the description of a flight plan and implemented using a combination of Soar intelligent agents and traditional control techniques. The system is capable of automatically generating and then executing an entire flight plan after being assigned a set of objectives. This article thoroughly describes all system components and then presents the results of tests that were executed using a realistic simulation environment.

  12. Simulation of APEX data: the SENSOR approach

    NASA Astrophysics Data System (ADS)

    Boerner, Anko; Schaepman, Michael E.; Schlaepfer, Daniel; Wiest, Lorenz; Reulke, Ralf

    1999-10-01

    The consistent simulation of airborne and spaceborne hyperspectral data is an important task and sometimes the only way for the adaptation and optimization of a sensor and its observing conditions, the choice and test of algorithms for data processing, error estimations and the evaluation of the capabilities of the whole sensor system. The integration of three approaches is suggested for the data simulation of APEX (Airborne Prism Experiment): (1) a spectrally consistent approach (e.g. using AVIRIS data), (2) a geometrically consistent approach (e.g. using CASI data), and (3) an end-to- end simulation of the sensor system. In this paper, the last approach is discussed in detail. Such a technique should be used if there is no simple deterministic relation between input and output parameters. The simulation environment SENSOR (Software Environment for the Simulation of Optical Remote Sensing Systems) presented here includes a full model of the sensor system, the observed object and the atmosphere. The simulator consists of three parts. The first part describes the geometrical relations between object, sun, and sensor using a ray tracing algorithm. The second part of the simulation environment considers the radiometry. It calculates the at-sensor-radiance using a pre-calculated multidimensional lookup-table for the atmospheric boundary conditions and bi- directional reflectances. Part three consists of an optical and an electronic sensor model for the generation of digital images. Application-specific algorithms for data processing must be considered additionally. The benefit of using an end- to-end simulation approach is demonstrated, an example of a simulated APEX data cube is given, and preliminary steps of evaluation of SENSOR are carried out.

  13. ISPE: A knowledge-based system for fluidization studies

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Reddy, S.

    1991-01-01

    Chemical engineers use mathematical simulators to design, model, optimize and refine various engineering plants/processes. This procedure requires the following steps: (1) preparation of an input data file according to the format required by the target simulator; (2) excecuting the simulation; and (3) analyzing the results of the simulation to determine if all specified goals'' are satisfied. If the goals are not met, the input data file must be modified and the simulation repeated. This multistep process is continued until satisfactory results are obtained. This research was undertaken to develop a knowledge based system, IPSE (Intelligent Process Simulation Environment), that canmore » enhance the productivity of chemical engineers/modelers by serving as an intelligent assistant to perform a variety tasks related to process simulation. ASPEN, a widely used simulator by the US Department of Energy (DOE) at Morgantown Energy Technology Center (METC) was selected as the target process simulator in the project. IPSE, written in the C language, was developed using a number of knowledge-based programming paradigms: object-oriented knowledge representation that uses inheritance and methods, rulebased inferencing (includes processing and propagation of probabilistic information) and data-driven programming using demons. It was implemented using the knowledge based environment LASER. The relationship of IPSE with the user, ASPEN, LASER and the C language is shown in Figure 1.« less

  14. Virtual reality robotic surgery warm-up improves task performance in a dry laboratory environment: a prospective randomized controlled study.

    PubMed

    Lendvay, Thomas S; Brand, Timothy C; White, Lee; Kowalewski, Timothy; Jonnadula, Saikiran; Mercer, Laina D; Khorsand, Derek; Andros, Justin; Hannaford, Blake; Satava, Richard M

    2013-06-01

    Preoperative simulation warm-up has been shown to improve performance and reduce errors in novice and experienced surgeons, yet existing studies have only investigated conventional laparoscopy. We hypothesized that a brief virtual reality (VR) robotic warm-up would enhance robotic task performance and reduce errors. In a 2-center randomized trial, 51 residents and experienced minimally invasive surgery faculty in General Surgery, Urology, and Gynecology underwent a validated robotic surgery proficiency curriculum on a VR robotic simulator and on the da Vinci surgical robot (Intuitive Surgical Inc). Once they successfully achieved performance benchmarks, surgeons were randomized to either receive a 3- to 5-minute VR simulator warm-up or read a leisure book for 10 minutes before performing similar and dissimilar (intracorporeal suturing) robotic surgery tasks. The primary outcomes compared were task time, tool path length, economy of motion, technical, and cognitive errors. Task time (-29.29 seconds, p = 0.001; 95% CI, -47.03 to -11.56), path length (-79.87 mm; p = 0.014; 95% CI, -144.48 to -15.25), and cognitive errors were reduced in the warm-up group compared with the control group for similar tasks. Global technical errors in intracorporeal suturing (0.32; p = 0.020; 95% CI, 0.06-0.59) were reduced after the dissimilar VR task. When surgeons were stratified by earlier robotic and laparoscopic clinical experience, the more experienced surgeons (n = 17) demonstrated significant improvements from warm-up in task time (-53.5 seconds; p = 0.001; 95% CI, -83.9 to -23.0) and economy of motion (0.63 mm/s; p = 0.007; 95% CI, 0.18-1.09), and improvement in these metrics was not statistically significantly appreciated in the less-experienced cohort (n = 34). We observed significant performance improvement and error reduction rates among surgeons of varying experience after VR warm-up for basic robotic surgery tasks. In addition, the VR warm-up reduced errors on a more complex task (robotic suturing), suggesting the generalizability of the warm-up. Copyright © 2013 American College of Surgeons. All rights reserved.

  15. Virtual Reality Robotic Surgery Warm-Up Improves Task Performance in a Dry Lab Environment: A Prospective Randomized Controlled Study

    PubMed Central

    Lendvay, Thomas S.; Brand, Timothy C.; White, Lee; Kowalewski, Timothy; Jonnadula, Saikiran; Mercer, Laina; Khorsand, Derek; Andros, Justin; Hannaford, Blake; Satava, Richard M.

    2014-01-01

    Background Pre-operative simulation “warm-up” has been shown to improve performance and reduce errors in novice and experienced surgeons, yet existing studies have only investigated conventional laparoscopy. We hypothesized a brief virtual reality (VR) robotic warm-up would enhance robotic task performance and reduce errors. Study Design In a two-center randomized trial, fifty-one residents and experienced minimally invasive surgery faculty in General Surgery, Urology, and Gynecology underwent a validated robotic surgery proficiency curriculum on a VR robotic simulator and on the da Vinci surgical robot. Once successfully achieving performance benchmarks, surgeons were randomized to either receive a 3-5 minute VR simulator warm-up or read a leisure book for 10 minutes prior to performing similar and dissimilar (intracorporeal suturing) robotic surgery tasks. The primary outcomes compared were task time, tool path length, economy of motion, technical and cognitive errors. Results Task time (-29.29sec, p=0.001, 95%CI-47.03,-11.56), path length (-79.87mm, p=0.014, 95%CI -144.48,-15.25), and cognitive errors were reduced in the warm-up group compared to the control group for similar tasks. Global technical errors in intracorporeal suturing (0.32, p=0.020, 95%CI 0.06,0.59) were reduced after the dissimilar VR task. When surgeons were stratified by prior robotic and laparoscopic clinical experience, the more experienced surgeons(n=17) demonstrated significant improvements from warm-up in task time (-53.5sec, p=0.001, 95%CI -83.9,-23.0) and economy of motion (0.63mm/sec, p=0.007, 95%CI 0.18,1.09), whereas improvement in these metrics was not statistically significantly appreciated in the less experienced cohort(n=34). Conclusions We observed a significant performance improvement and error reduction rate among surgeons of varying experience after VR warm-up for basic robotic surgery tasks. In addition, the VR warm-up reduced errors on a more complex task (robotic suturing) suggesting the generalizability of the warm-up. PMID:23583618

  16. Development of VR simulator for nurse training

    NASA Astrophysics Data System (ADS)

    Nakagawa, Y.; Tsetserukou, D.; Terashima, K.

    2014-02-01

    Our research focuses on the development of the VR simulator NurseSim to train nurse and hospital aides how to carry unconscious or injured person. The motivation behind this project is the fact that nurses consider patient lifting, transfer, and turning as most physically demanding. The user experiences the 3D environment in which they hold the subject. The task is to maintain such posture so that to prevent further injuries of the patient and distribute the weight of the patient over both hands evenly. Nurses are taught to mitigate and manage fatigue while at work.

  17. Editorial: Challenges for the usability of AR and VR for clinical neurosurgical procedures.

    PubMed

    de Ribaupierre, Sandrine; Eagleson, Roy

    2017-10-01

    There are a number of challenges that must be faced when trying to develop AR and VR-based Neurosurgical simulators, Surgical Navigation Platforms, and "Smart OR" systems. Trying to simulate an operating room environment and surgical tasks in Augmented and Virtual Reality is a challenge many are attempting to solve, in order to train surgeons or help them operate. What are some of the needs of the surgeon, and what are the challenges encountered (human computer interface, perception, workflow, etc). We discuss these tradeoffs and conclude with critical remarks.

  18. Astronaut Jones donning EMU during space walk simulations for STS-59

    NASA Image and Video Library

    1993-08-16

    Astronaut Thomas D. Jones, mission specialist, dons a space suit prior to participating in contingency space walk simulations at the JSC Weightless Environment Training Facility (WETF). Jones is assisted by Frank Hernandez (left) and suit technician Charles Hudson of Hamilton Standard. Jones suit is weighted to that he can achieve a neutrally buoyant state once under water. Extravehicular tasks are not planned for the STS-59 mission, but a number of chores are rehearsed in case of failure of remote systems to perform those jobs.

  19. A design methodology for neutral buoyancy simulation of space operations

    NASA Technical Reports Server (NTRS)

    Akin, David L.

    1988-01-01

    Neutral buoyancy has often been used in the past for EVA development activities, but little has been done to provide an analytical understanding of the environment and its correlation with space. This paper covers a set of related research topics at the MIT Space Systems Laboratory, dealing with the modeling of the space and underwater environments, validation of the models through testing in neutral buoyancy, parabolic flight, and space flight experiments, and applications of the models to gain a better design methodology for creating meaningful neutral buoyancy simulations. Examples covered include simulation validation criteria for human body dynamics, and for applied torques in a beam rotation task, which is the pacing crew operation for EVA structural assembly. Extensions of the dynamics models are presented for powered vehicles in the underwater environment, and examples given from the MIT Space Telerobotics Research Program, including the Beam Assembly Teleoperator and the Multimode Proximity Operations Device. Future expansions of the modeling theory are also presented, leading to remote vehicles which behave in neutral buoyancy exactly as the modeled system would in space.

  20. Dynamic Resource Management for Parallel Tasks in an Oversubscribed Energy-Constrained Heterogeneous Environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Imam, Neena; Koenig, Gregory A; Machovec, Dylan

    2016-01-01

    Abstract: The worth of completing parallel tasks is modeled using utility functions, which monotonically-decrease with time and represent the importance and urgency of a task. These functions define the utility earned by a task at the time of its completion. The performance of such a system is measured as the total utility earned by all completed tasks over some interval of time (e.g., 24 hours). To maximize system performance when scheduling dynamically arriving parallel tasks onto a high performance computing (HPC) system that is oversubscribed and energy-constrained, we have designed, analyzed, and compared different heuristic techniques. Four utility-aware heuristics (i.e.,more » Max Utility, Max Utility-per-Time, Max Utility-per-Resource, and Max Utility-per-Energy), three FCFS-based heuristics (Conservative Backfilling, EASY Backfilling, and FCFS with Multiple Queues), and a Random heuristic were examined in this study. A technique that is often used with the FCFS-based heuristics is the concept of a permanent reservation. We compare the performance of permanent reservations with temporary place-holders to demonstrate the advantages that place-holders can provide. We also present a novel energy filtering technique that constrains the maximum energy-per-resource used by each task. We conducted a simulation study to evaluate the performance of these heuristics and techniques in an energy-constrained oversubscribed HPC environment. With place-holders, energy filtering, and dropping tasks with low potential utility, our utility-aware heuristics are able to significantly outperform the existing FCFS-based techniques.« less

  1. Interactive Schematic Integration Within the Propellant System Modeling Environment

    NASA Technical Reports Server (NTRS)

    Coote, David; Ryan, Harry; Burton, Kenneth; McKinney, Lee; Woodman, Don

    2012-01-01

    Task requirements for rocket propulsion test preparations of the test stand facilities drive the need to model the test facility propellant systems prior to constructing physical modifications. The Propellant System Modeling Environment (PSME) is an initiative designed to enable increased efficiency and expanded capabilities to a broader base of NASA engineers in the use of modeling and simulation (M&S) technologies for rocket propulsion test and launch mission requirements. PSME will enable a wider scope of users to utilize M&S of propulsion test and launch facilities for predictive and post-analysis functionality by offering a clean, easy-to-use, high-performance application environment.

  2. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  3. Evaluation of the Dornier Gmbh interactive grid generation system

    NASA Technical Reports Server (NTRS)

    Brown, Robert L.

    1989-01-01

    An interactive grid generation program, INGRID, is investigated and evaluated. A description of the task and work performed, a description and evaluation of INGRID, and a discussion of the possibilities for bringing INGRID into the NASA and Numerical Aerodynamic Simulator (NAS) computing environments is included. The interactive grid generation program was found to be a viable approach for grid generation and determined that it could be converted to work in the NAS environment but that INGRID does not solve the fundamentally hard problems associated with grid generation, specifically, domain decomposition.

  4. LAMPS software

    NASA Technical Reports Server (NTRS)

    Perkey, D. J.; Kreitzberg, C. W.

    1984-01-01

    The dynamic prediction model along with its macro-processor capability and data flow system from the Drexel Limited-Area and Mesoscale Prediction System (LAMPS) were converted and recorded for the Perkin-Elmer 3220. The previous version of this model was written for Control Data Corporation 7600 and CRAY-1a computer environment which existed until recently at the National Center for Atmospheric Research. The purpose of this conversion was to prepare LAMPS for porting to computer environments other than that encountered at NCAR. The emphasis was shifted from programming tasks to model simulation and evaluation tests.

  5. Anti-Emetic Drug Effects on Pilot Performance, Phase 2: Simulation Test.

    DTIC Science & Technology

    1996-04-01

    The objectives of this study were to evaluate the effects of two anti-emetic drugs, granisetron (2 mg oral dose) and ondansetron (8 mg oral dose), on...and preduce no cognitive, psychomotor or subjective state changes. In this study, there was no evidence of performance degradation caused by either granisetron or ondansetron when tested in a complex military task environment.

  6. Evidence for enhanced discrimination of virtual auditory distance among blind listeners using level and direct-to-reverberant cues.

    PubMed

    Kolarik, Andrew J; Cirstea, Silvia; Pardhan, Shahina

    2013-02-01

    Totally blind listeners often demonstrate better than normal capabilities when performing spatial hearing tasks. Accurate representation of three-dimensional auditory space requires the processing of available distance information between the listener and the sound source; however, auditory distance cues vary greatly depending upon the acoustic properties of the environment, and it is not known which distance cues are important to totally blind listeners. Our data show that totally blind listeners display better performance compared to sighted age-matched controls for distance discrimination tasks in anechoic and reverberant virtual rooms simulated using a room-image procedure. Totally blind listeners use two major auditory distance cues to stationary sound sources, level and direct-to-reverberant ratio, more effectively than sighted controls for many of the virtual distances tested. These results show that significant compensation among totally blind listeners for virtual auditory spatial distance leads to benefits across a range of simulated acoustic environments. No significant differences in performance were observed between listeners with partial non-correctable visual losses and sighted controls, suggesting that sensory compensation for virtual distance does not occur for listeners with partial vision loss.

  7. Simulation-based otolaryngology - head and neck surgery boot camp: 'how I do it'.

    PubMed

    Chin, C J; Chin, C A; Roth, K; Rotenberg, B W; Fung, K

    2016-03-01

    In otolaryngology, surgical emergencies can occur at any time. An annual surgical training camp (or 'boot camp') offers junior residents from across North America the opportunity to learn and practice these skills in a safe environment. The goals of this study were to describe the set-up and execution of a simulation-based otolaryngology boot camp and to determine participants' confidence in performing routine and emergency on-call procedures in stressful situations before and after the boot camp. There were three main components of the boot camp: task trainers, simulations and an interactive panel discussion. Surveys were given to participants before and after the boot camp, and their confidence in performing the different tasks was assessed via multiple t-tests. Participants comprised 22 residents from 12 different universities; 10 of these completed both boot camp surveys. Of the nine tasks, the residents reported a significant improvement in confidence levels for six, including surgical airway and orbital haematoma management. An otolaryngology boot camp gives residents the chance to learn and practice emergency skills before encountering the emergencies in everyday practice. Their confidence in multiple skillsets was significantly improved after the boot camp. Given the shift towards competency-based learning in medical training, this study has implications for all surgical and procedural specialties.

  8. SOLON: An autonomous vehicle mission planner

    NASA Technical Reports Server (NTRS)

    Dudziak, M. J.

    1987-01-01

    The State-Operator Logic Machine (SOLON) Planner provides an architecture for effective real-time planning and replanning for an autonomous vehicle. The highlights of the system, which distinguish it from other AI-based planners that have been designed previously, are its hybrid application of state-driven control architecture and the use of both schematic representations and logic programming for the management of its knowledge base. SOLON is designed to provide multiple levels of planning for a single autonomous vehicle which is supplied with a skeletal, partially-specified mission plan at the outset of the vehicle's operations. This mission plan consists of a set of objectives, each of which will be decomposable by the planner into tasks. These tasks are themselves comparatively complex sets of actions which are executable by a conventional real-time control system which does not perform planning but which is capable of making adjustments or modifications to the provided tasks according to constraints and tolerances provided by the Planner. The current implementation of the SOLON is in the form of a real-time simulation of the Planner module of an Intelligent Vehicle Controller (IVC) on-board an autonomous underwater vehicle (AUV). The simulation is embedded within a larger simulator environment known as ICDS (Intelligent Controller Development System) operating on a Symbolics 3645/75 computer.

  9. Debugging embedded computer programs. [tactical missile computers

    NASA Technical Reports Server (NTRS)

    Kemp, G. H.

    1980-01-01

    Every embedded computer program must complete its debugging cycle using some system that will allow real time debugging. Many of the common items addressed during debugging are listed. Seven approaches to debugging are analyzed to evaluate how well they treat those items. Cost evaluations are also included in the comparison. The results indicate that the best collection of capabilities to cover the common items present in the debugging task occurs in the approach where a minicomputer handles the environment simulation with an emulation of some kind representing the embedded computer. This approach can be taken at a reasonable cost. The case study chosen is an embedded computer in a tactical missile. Several choices of computer for the environment simulation are discussed as well as different approaches to the embedded emulator.

  10. Simulation-Based Dysphagia Training: Teaching Interprofessional Clinical Reasoning in a Hospital Environment.

    PubMed

    Miles, Anna; Friary, Philippa; Jackson, Bianca; Sekula, Julia; Braakhuis, Andrea

    2016-06-01

    This study evaluated hospital readiness and interprofessional clinical reasoning in speech-language pathology and dietetics students following a simulation-based teaching package. Thirty-one students participated in two half-day simulation workshops. The training included orientation to the hospital setting, part-task skill learning and immersive simulated cases. Students completed workshop evaluation forms. They filled in a 10-question survey regarding confidence, knowledge and preparedness for working in a hospital environment before and immediately after the workshops. Students completed written 15-min clinical vignettes at 1 month prior to training, immediately prior to training and immediately after training. A marking rubric was devised to evaluate the responses to the clinical vignettes within a framework of interprofessional education. The simulation workshops were well received by all students. There was a significant increase in students' self-ratings of confidence, preparedness and knowledge following the study day (p < .001). There was a significant increase in student overall scores in clinical vignettes after training with the greatest increase in clinical reasoning (p < .001). Interprofessional simulation-based training has benefits in developing hospital readiness and clinical reasoning in allied health students.

  11. SimGraph: A Flight Simulation Data Visualization Workstation

    NASA Technical Reports Server (NTRS)

    Kaplan, Joseph A.; Kenney, Patrick S.

    1997-01-01

    Today's modern flight simulation research produces vast amounts of time sensitive data, making a qualitative analysis of the data difficult while it remains in a numerical representation. Therefore, a method of merging related data together and presenting it to the user in a more comprehensible format is necessary. Simulation Graphics (SimGraph) is an object-oriented data visualization software package that presents simulation data in animated graphical displays for easy interpretation. Data produced from a flight simulation is presented by SimGraph in several different formats, including: 3-Dimensional Views, Cockpit Control Views, Heads-Up Displays, Strip Charts, and Status Indicators. SimGraph can accommodate the addition of new graphical displays to allow the software to be customized to each user s particular environment. A new display can be developed and added to SimGraph without having to design a new application, allowing the graphics programmer to focus on the development of the graphical display. The SimGraph framework can be reused for a wide variety of visualization tasks. Although it was created for the flight simulation facilities at NASA Langley Research Center, SimGraph can be reconfigured to almost any data visualization environment. This paper describes the capabilities and operations of SimGraph.

  12. Automatic programming of simulation models

    NASA Technical Reports Server (NTRS)

    Schroer, Bernard J.; Tseng, Fan T.; Zhang, Shou X.; Dwan, Wen S.

    1990-01-01

    The concepts of software engineering were used to improve the simulation modeling environment. Emphasis was placed on the application of an element of rapid prototyping, or automatic programming, to assist the modeler define the problem specification. Then, once the problem specification has been defined, an automatic code generator is used to write the simulation code. The following two domains were selected for evaluating the concepts of software engineering for discrete event simulation: manufacturing domain and a spacecraft countdown network sequence. The specific tasks were to: (1) define the software requirements for a graphical user interface to the Automatic Manufacturing Programming System (AMPS) system; (2) develop a graphical user interface for AMPS; and (3) compare the AMPS graphical interface with the AMPS interactive user interface.

  13. Grid cell mechanisms and function: Contributions of entorhinal persistent spiking and phase resetting

    PubMed Central

    Hasselmo, Michael E.

    2008-01-01

    This article presents a model of grid cell firing based on the intrinsic persistent firing shown experimentally in neurons of entorhinal cortex. In this model, the mechanism of persistent firing allows individual neurons to hold a stable baseline firing frequency. Depolarizing input from speed modulated head direction cells transiently shifts the frequency of firing from baseline, resulting in a shift in spiking phase in proportion to the integral of velocity. The convergence of input from different persistent firing neurons causes spiking in a grid cell only when the persistent firing neurons are within similar phase ranges. This model effectively simulates the two-dimensional firing of grid cells in open field environments, as well as the properties of theta phase precession. This model provides an alternate implementation of oscillatory interference models. The persistent firing could also interact on a circuit level with rhythmic inhibition and neurons showing membrane potential oscillations to code position with spiking phase. These mechanisms could operate in parallel with computation of position from visual angle and distance of stimuli. In addition to simulating two-dimensional grid patterns, models of phase interference can account for context-dependent firing in other tasks. In network simulations of entorhinal cortex, hippocampus and postsubiculum, the reset of phase effectively replicates context-dependent firing by entorhinal and hippocampal neurons during performance of a continuous spatial alternation task, a delayed spatial alternation task with running in a wheel during the delay period, and a hairpin maze task. PMID:19021258

  14. POPEYE: A production rule-based model of multitask supervisory control (POPCORN)

    NASA Technical Reports Server (NTRS)

    Townsend, James T.; Kadlec, Helena; Kantowitz, Barry H.

    1988-01-01

    Recent studies of relationships between subjective ratings of mental workload, performance, and human operator and task characteristics have indicated that these relationships are quite complex. In order to study the various relationships and place subjective mental workload within a theoretical framework, we developed a production system model for the performance component of the complex supervisory task called POPCORN. The production system model is represented by a hierarchial structure of goals and subgoals, and the information flow is controlled by a set of condition-action rules. The implementation of this production system, called POPEYE, generates computer simulated data under different task difficulty conditions which are comparable to those of human operators performing the task. This model is the performance aspect of an overall dynamic psychological model which we are developing to examine and quantify relationships between performance and psychological aspects in a complex environment.

  15. Impact of examinees' stereopsis and near visual acuity on laparoscopic virtual reality performance.

    PubMed

    Hoffmann, Henry; Ruiz-Schirinzi, Rebecca; Goldblum, David; Dell-Kuster, Salome; Oertli, Daniel; Hahnloser, Dieter; Rosenthal, Rachel

    2015-10-01

    Laparoscopic surgery represents specific challenges, such as the reduction of a three-dimensional anatomic environment to two dimensions. The aim of this study was to investigate the impact of the loss of the third dimension on laparoscopic virtual reality (VR) performance. We compared a group of examinees with impaired stereopsis (group 1, n = 28) to a group with accurate stereopsis (group 2, n = 29). The primary outcome was the difference between the mean total score (MTS) of all tasks taken together and the performance in task 3 (eye-hand coordination), which was a priori considered to be the most dependent on intact stereopsis. The MTS and performance in task 3 tended to be slightly, but not significantly, better in group 2 than in group 1 [MTS: -0.12 (95 % CI -0.32, 0.08; p = 0.234); task 3: -0.09 (95 % CI -0.29, 0.11; p = 0.385)]. The difference of MTS between simulated impaired stereopsis between group 2 (by attaching an eye patch on the adominant eye in the 2nd run) and the first run of group 1 was not significant (MTS: p = 0.981; task 3: p = 0.527). We were unable to demonstrate an impact of impaired examinees' stereopsis on laparoscopic VR performance. Individuals with accurate stereopsis seem to be able to compensate for the loss of the third dimension in laparoscopic VR simulations.

  16. Assessment of emotional reactivity produced by exposure to virtual environments in patients with eating disorders.

    PubMed

    Gutiérrez-Maldonado, José; Ferrer-García, Marta; Caqueo-Urízar, Alejandra; Letosa-Porta, Alex

    2006-10-01

    The aim of this study was to assess the usefulness of virtual environments representing situations that are emotionally significant to subjects with eating disorders (ED). These environments may be applied with both evaluative and therapeutic aims and in simulation procedures to carry out a range of experimental studies. This paper is part of a wider research project analyzing the influence of the situation to which subjects are exposed on their performance on body image estimation tasks. Thirty female patients with eating disorders were exposed to six virtual environments: a living-room (neutral situation), a kitchen with high-calorie food, a kitchen with low-calorie food, a restaurant with high-calorie food, a restaurant with low-calorie food, and a swimming-pool. After exposure to each environment the STAI-S (a measurement of state anxiety) and the CDB (a measurement of depression) were administered to all subjects. The results show that virtual reality instruments are particularly useful for simulating everyday situations that may provoke emotional reactions such as anxiety and depression, in patients with ED. Virtual environments in which subjects are obliged to ingest high-calorie food provoke the highest levels of state anxiety and depression.

  17. Fitness for duty: A 3 minute version of the Psychomotor Vigilance Test predicts fatigue related declines in luggage screening performance

    PubMed Central

    Basner, Mathias; Rubinstein, Joshua

    2011-01-01

    Objective To evaluate the ability of a 3-min Psychomotor Vigilance Test (PVT) to predict fatigue related performance decrements on a simulated luggage screening task (SLST). Methods Thirty-six healthy non-professional subjects (mean age 30.8 years, 20 female) participated in a 4 day laboratory protocol including a 34 hour period of total sleep deprivation with PVT and SLST testing every 2 hours. Results Eleven and 20 lapses (355 ms threshold) on the PVT optimally divided SLST performance into high, medium, and low performance bouts with significantly decreasing threat detection performance A′. Assignment to the different SLST performance groups replicated homeostatic and circadian patterns during total sleep deprivation. Conclusions The 3 min PVT was able to predict performance on a simulated luggage screening task. Fitness-for-duty feasibility should now be tested in professional screeners and operational environments. PMID:21912278

  18. Fitness for duty: a 3-minute version of the Psychomotor Vigilance Test predicts fatigue-related declines in luggage-screening performance.

    PubMed

    Basner, Mathias; Rubinstein, Joshua

    2011-10-01

    To evaluate the ability of a 3-minute Psychomotor Vigilance Test (PVT) to predict fatigue-related performance decrements on a simulated luggage-screening task (SLST). Thirty-six healthy nonprofessional subjects (mean age = 30.8 years, 20 women) participated in a 4-day laboratory protocol including a 34-hour period of total sleep deprivation with PVT and SLST testing every 2 hours. Eleven and 20 lapses (355-ms threshold) on the PVT optimally divided SLST performance into high-, medium-, and low-performance bouts with significantly decreasing threat detection performance A'. Assignment to the different SLST performance groups replicated homeostatic and circadian patterns during total sleep deprivation. The 3-minute PVT was able to predict performance on a simulated luggage-screening task. Fitness-for-duty feasibility should now be tested in professional screeners and operational environments.

  19. Impact of police body armour and equipment on mobility.

    PubMed

    Dempsey, Paddy C; Handcock, Phil J; Rehrer, Nancy J

    2013-11-01

    Body armour is used widely by law enforcement and other agencies but has received mixed reviews. This study examined the influence of stab resistant body armour (SRBA) and mandated accessories on physiological responses to, and the performance of, simulated mobility tasks. Fifty-two males (37 ± 9.2 yr, 180.7 ± 6.1 cm, 90.2 ± 11.6 kg, VO2max 50 ± 8.5 ml kg(-1) min(-1), BMI 27.6 ± 3.1, mean ± SD) completed a running VO2max test and task familiarisation. Two experimental sessions were completed (≥4 days in between) in a randomised counterbalanced order, one while wearing SRBA and appointments (loaded) and one without additional load (unloaded). During each session participants performed five mobility tasks: a balance task, an acceleration task that simulated exiting a vehicle, chin-ups, a grappling task, and a manoeuvrability task. A 5-min treadmill run (zero-incline at 13 km·h(-1), running start) was then completed. One min after the run the five mobility tasks were repeated. There was a significant decrease in performance during all tasks with loading (p < 0.001). Participants were off-balance longer; slower to complete the acceleration, grapple and mobility tasks; completed fewer chin-ups; and had greater physiological cost (↑ %HRmax, ↑ %VO2max, ↑ RER) and perceptual effort (↑ RPE) during the 5-min run. Mean performance decreases ranged from 13 to 42% while loaded, with further decreases of 6-16% noted after the 5-min run. Unloaded task performance was no different between phases. Wearing SRBA and appointments significantly reduced mobility during key task elements and resulted in greater physiological effort. These findings could have consequences for optimal function in the working environment and therefore officer and public safety. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  20. Organizational Strategy and Business Environment Effects Based on a Computation Method

    NASA Astrophysics Data System (ADS)

    Reklitis, Panagiotis; Konstantopoulos, Nikolaos; Trivellas, Panagiotis

    2007-12-01

    According to many researchers of organizational theory, a great number of problems encountered by the manufacturing firms are due to their ineffectiveness to respond to significant changes of their external environment and align their competitive strategy accordingly. From this point of view, the pursuit of the appropriate generic strategy is vital for firms facing a dynamic and highly competitive environment. In the present paper, we adopt Porter's typology to operationalise organizational strategy (cost leadership, innovative and marketing differentiation, and focus) considering changes in the external business environment (dynamism, complexity and munificence). Although simulation of social events is a quite difficult task, since there are so many considerations (not all well understood) involved, in the present study we developed a dynamic system based on the conceptual framework of strategy-environment associations.

  1. Development of a Rover Simulation to Assess Operational Proficiency Following Long Duration Spaceflights

    NASA Technical Reports Server (NTRS)

    DeDios, Y. E.; Dean, S. L.; Rpsemtja (. K/); < acdpig (as/ J/ G/); Moore, S. T.; Wood, S. J.

    2011-01-01

    Following long-duration space transits, adaptive changes in sensorimotor and cognitive function may impair the crew s ability to safely control pressurized rovers designed to explore the new environment. We describe a rover simulation developed to quantify post-flight decrements in operational proficiency following International Space Station expeditions. The rover simulation consists of a serial presentation of discrete tasks to be completed as quickly and accurately as possible. Each task consists of 1) perspective taking using a map that defines a docking target, 2) navigation toward the target around a Martian outpost, and 3) docking a side hatch of the rover to a visually guided target. The simulator utilizes a Stewart-type motion base (CKAS, Australia), single seat cabin with triple scene projection covering approximately 150 horizontal by 40 vertical, and joystick controller. The software was implemented using Unity3 with next-gen PhysX engine to tightly synchronize simulation and motion platform commands. Separate C# applications allow investigators to customize session sequences with different lighting and gravitational conditions, and then execute tasks to be performed as well as record performance data. Preliminary tests resulted in low incidence of motion sickness (<15% unable to complete first session), with only negligible after effects and symptoms after familiarization sessions. Functionally relevant testing early post-flight will develop evidence regarding the limitations to early surface operations and what countermeasures are needed. This approach can be easily adapted to other vehicle designs to provide a platform to safely assess how sensorimotor and cognitive function impact manual control performance.

  2. Physiological monitoring of team and task stressors

    NASA Astrophysics Data System (ADS)

    Orasanu, Judith; Tada, Yuri; Kraft, Norbert; Fischer, Ute

    2005-05-01

    Sending astronauts into space, especially on long-durations missions (e.g. three-year missions to Mars), entails enormous risk. Threats include both physical dangers of radiation, bone loss and other consequences of weightlessness, and also those arising from interpersonal problems associated with extended life in a high-risk isolated and confined environment. Before undertaking long-duration missions, NASA seeks to develop technologies to monitor indicators of potentially debilitating stress at both the individual and team level so that countermeasures can be introduced to prevent further deterioration. Doing so requires a better understanding of indicators of team health and performance. To that end, a study of team problem solving in a simulation environment was undertaken to explore effects of team and task stress. Groups of four males (25-45 yrs) engaged in six dynamic computer-based Antarctic search and rescue missions over four days. Both task and team stressors were manipulated. Physiological responses (ECG, respiration rate and amplitude, SCL, EMG, and PPG); communication (voice and email); individual personality and subjective team dynamics responses were collected and related to task performance. Initial analyses found that physiological measures can be used to identify transient stress, predict performance, and reflect subjective workload. Muscle tension and respiration were the most robust predictors. Not only the level of arousal but its variability during engagement in the task is important to consider. In general, less variability was found to be associated with higher levels of performance. Individuals scoring high on specific personality characteristics responded differently to task stress.

  3. When Content Matters: The Role of Processing Code in Tactile Display Design.

    PubMed

    Ferris, Thomas K; Sarter, Nadine

    2010-01-01

    The distribution of tasks and stimuli across multiple modalities has been proposed as a means to support multitasking in data-rich environments. Recently, the tactile channel and, more specifically, communication via the use of tactile/haptic icons have received considerable interest. Past research has examined primarily the impact of concurrent task modality on the effectiveness of tactile information presentation. However, it is not well known to what extent the interpretation of iconic tactile patterns is affected by another attribute of information: the information processing codes of concurrent tasks. In two driving simulation studies (n = 25 for each), participants decoded icons composed of either spatial or nonspatial patterns of vibrations (engaging spatial and nonspatial processing code resources, respectively) while concurrently interpreting spatial or nonspatial visual task stimuli. As predicted by Multiple Resource Theory, performance was significantly worse (approximately 5-10 percent worse) when the tactile icons and visual tasks engaged the same processing code, with the overall worst performance in the spatial-spatial task pairing. The findings from these studies contribute to an improved understanding of information processing and can serve as input to multidimensional quantitative models of timesharing performance. From an applied perspective, the results suggest that competition for processing code resources warrants consideration, alongside other factors such as the naturalness of signal-message mapping, when designing iconic tactile displays. Nonspatially encoded tactile icons may be preferable in environments which already rely heavily on spatial processing, such as car cockpits.

  4. Driving while using a smartphone-based mobility application: Evaluating the impact of three multi-choice user interfaces on visual-manual distraction.

    PubMed

    Louveton, N; McCall, R; Koenig, V; Avanesov, T; Engel, T

    2016-05-01

    Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures such as kinetic scrolling are problematic in this respect. In this study we evaluate three prototype tasks which can be found in common mobile interaction use-cases. In a repeated-measures design, 29 participants interacted with the prototypes in a car-following task within a driving simulator environment. Task completion, driving performance and eye gaze have been analysed. We found that the slider widget used in the filtering task was too demanding and led to poor performance, while kinetic scrolling generated a comparable amount of visual distraction despite it requiring a lower degree of finger pointing accuracy. We discuss how to improve continuous list browsing in a dual-task context. Copyright © 2016 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  5. Haptic force-feedback devices for the office computer: performance and musculoskeletal loading issues.

    PubMed

    Dennerlein, J T; Yang, M C

    2001-01-01

    Pointing devices, essential input tools for the graphical user interface (GUI) of desktop computers, require precise motor control and dexterity to use. Haptic force-feedback devices provide the human operator with tactile cues, adding the sense of touch to existing visual and auditory interfaces. However, the performance enhancements, comfort, and possible musculoskeletal loading of using a force-feedback device in an office environment are unknown. Hypothesizing that the time to perform a task and the self-reported pain and discomfort of the task improve with the addition of force feedback, 26 people ranging in age from 22 to 44 years performed a point-and-click task 540 times with and without an attractive force field surrounding the desired target. The point-and-click movements were approximately 25% faster with the addition of force feedback (paired t-tests, p < 0.001). Perceived user discomfort and pain, as measured through a questionnaire, were also smaller with the addition of force feedback (p < 0.001). However, this difference decreased as additional distracting force fields were added to the task environment, simulating a more realistic work situation. These results suggest that for a given task, use of a force-feedback device improves performance, and potentially reduces musculoskeletal loading during mouse use. Actual or potential applications of this research include human-computer interface design, specifically that of the pointing device extensively used for the graphical user interface.

  6. Increased Cognitive Load Leads to Impaired Mobility Decisions in Seniors at Risk for Falls

    PubMed Central

    Nagamatsu, Lindsay S.; Voss, Michelle; Neider, Mark B.; Gaspar, John G.; Handy, Todd C.; Kramer, Arthur F.; Liu-Ambrose, Teresa Y. L.

    2011-01-01

    Successful mobility requires appropriate decision-making. Seniors with reduced executive functioning— such as senior fallers—may be prone to poor mobility judgments, especially under dual-task conditions. We classified participants as “At-Risk” and “Not-At-Risk” for falls using a validated physiological falls-risk assessment. Dual-task performance was assessed in a virtual reality environment where participants crossed a simulated street by walking on a manual treadmill while listening to music or conversing on a phone. Those “At-Risk” experienced more collisions with oncoming cars and had longer crossing times in the Phone condition compared to controls. We conclude that poor mobility judgments during a dual-task leads to unsafe mobility for those at-risk for falls. PMID:21463063

  7. Increased cognitive load leads to impaired mobility decisions in seniors at risk for falls.

    PubMed

    Nagamatsu, Lindsay S; Voss, Michelle; Neider, Mark B; Gaspar, John G; Handy, Todd C; Kramer, Arthur F; Liu-Ambrose, Teresa Y L

    2011-06-01

    Successful mobility requires appropriate decision-making. Seniors with reduced executive functioning-such as senior fallers-may be prone to poor mobility judgments, especially under dual-task conditions. We classified participants as "At-Risk" and "Not-At-Risk" for falls using a validated physiological falls-risk assessment. Dual-task performance was assessed in a virtual reality environment where participants crossed a simulated street by walking on a manual treadmill while listening to music or conversing on a phone. Those "At-Risk" experienced more collisions with oncoming cars and had longer crossing times in the Phone condition compared to controls. We conclude that poor mobility judgments during a dual-task leads to unsafe mobility for those at-risk for falls. (c) 2011 APA, all rights reserved.

  8. Defining and measuring pilot mental workload

    NASA Technical Reports Server (NTRS)

    Kantowitz, Barry H.

    1988-01-01

    A theory is sought that is general enough to help the researcher deal with a wide range of situations involving pilot mental stress. A limited capacity theory of attention forms the basis for the theory. Mental workload is then defined as an intervening variable, similar to attention, that modulates or indexes the tuning between the demands of the environment and the capacity of the organism. Two methods for measuring pilot mental workload are endorsed: (1) objective measures based on secondary tasks; and (2) psychophysiological measures, which have not yet been perfected but which will become more useful as theoretical models are refined. Secondary-task research is illustrated by simulator studies in which flying performance has been shown not to be adversely affected by adding a complex choice-reaction secondary task.

  9. Why People Play: Artificial Lives Acquiring Play Instinct to Stabilize Productivity

    PubMed Central

    Tamura, Shinichi; Inabayashi, Shoji; Hayakawa, Waichi; Yokouchi, Takahiro; Mitsumoto, Hiroshi; Taketani, Hisashi

    2012-01-01

    We propose a model to generate a group of artificial lives capable of coping with various environments which is equivalent to a set of requested task, and likely to show that the plays or hobbies are necessary for the group of individuals to maintain the coping capability with various changes of the environment as a whole. This may be an another side of saying that the wide variety of the abilities in the group is necessary, and if the variety in a species decreased, its species will be extinguished. Thus, we show some simulation results, for example, in the world where more variety of abilities are requested in the plays, performance of the whole world becomes stable and improved in spite of being calculated only from job tasks, and can avoid the risk of extinction of the species. This is the good effect of the play. PMID:23304120

  10. Why people play: artificial lives acquiring play instinct to stabilize productivity.

    PubMed

    Tamura, Shinichi; Inabayashi, Shoji; Hayakawa, Waichi; Yokouchi, Takahiro; Mitsumoto, Hiroshi; Taketani, Hisashi

    2012-01-01

    We propose a model to generate a group of artificial lives capable of coping with various environments which is equivalent to a set of requested task, and likely to show that the plays or hobbies are necessary for the group of individuals to maintain the coping capability with various changes of the environment as a whole. This may be an another side of saying that the wide variety of the abilities in the group is necessary, and if the variety in a species decreased, its species will be extinguished. Thus, we show some simulation results, for example, in the world where more variety of abilities are requested in the plays, performance of the whole world becomes stable and improved in spite of being calculated only from job tasks, and can avoid the risk of extinction of the species. This is the good effect of the play.

  11. Social Skills Deficits in a Virtual Environment Among Spanish Children With ADHD.

    PubMed

    García-Castellar, Rosa; Jara-Jiménez, Pilar; Sánchez-Chiva, Desirée; Mikami, Amori Y

    2018-06-01

    Research assessing the social skills of children with ADHD has predominantly relied upon North American samples. In addition, most existing work has been conducted using methodology that fails to use a controlled peer stimulus; such methods may be more vulnerable to cultural influence. We examined the social skills of 52 Spanish children (ages 8-12) with and without ADHD using a controlled Chat Room Task, which simulates a virtual social environment where peers' responses are held constant, so that participants' social skills may be assessed. After statistical control of typing and reading comprehension skills, Spanish children with ADHD gave fewer prosocial comments and had greater difficulty remembering central details from the conversation between the peers, relative to comparison children. The virtual Chat Room Task may be useful to assess social skills deficits using a controlled paradigm, resulting in the identification of common social deficiencies cross-culturally.

  12. A virtual-reality simulator and force sensation combined catheter operation training system and its preliminary evaluation.

    PubMed

    Wang, Yu; Guo, Shuxiang; Tamiya, Takashi; Hirata, Hideyuki; Ishihara, Hidenori; Yin, Xuanchun

    2017-09-01

    Endovascular surgery benefits patients because of its superior short convalescence and lack of damage to healthy tissue. However, such advantages require the operator to be equipped with dexterous skills for catheter manipulation without resulting in collateral damage. To achieve this goal, a training system is in high demand. A training system integrating a VR simulator and a haptic device has been developed within this context. The VR simulator is capable of providing visual cues which assist the novice for safe catheterization. In addition, the haptic device cooperates with VR simulator to apply sensations at the same time. The training system was tested by non-medical subjects over a five days training session. The performance was evaluated in terms of safety criteria and task completion time. The results demonstrate that operation safety is improved by 15.94% and task completion time is cut by 18.80 s maximum. Moreover, according to subjects' reflections, they are more confident in operation. The proposed training system constructs a comprehensive training environment that combines visualization and force sensation. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.

  13. Modelling multi-rotor UAVs swarm deployment using virtual pheromones

    PubMed Central

    Pujol, Mar; Rizo, Ramón; Rizo, Carlos

    2018-01-01

    In this work, a swarm behaviour for multi-rotor Unmanned Aerial Vehicles (UAVs) deployment will be presented. The main contribution of this behaviour is the use of a virtual device for quantitative sematectonic stigmergy providing more adaptable behaviours in complex environments. It is a fault tolerant highly robust behaviour that does not require prior information of the area to be covered, or to assume the existence of any kind of information signals (GPS, mobile communication networks …), taking into account the specific features of UAVs. This behaviour will be oriented towards emergency tasks. Their main goal will be to cover an area of the environment for later creating an ad-hoc communication network, that can be used to establish communications inside this zone. Although there are several papers on robotic deployment it is more difficult to find applications with UAV systems, mainly because of the existence of various problems that must be overcome including limitations in available sensory and on-board processing capabilities and low flight endurance. In addition, those behaviours designed for UAVs often have significant limitations on their ability to be used in real tasks, because they assume specific features, not easily applicable in a general way. Firstly, in this article the characteristics of the simulation environment will be presented. Secondly, a microscopic model for deployment and creation of ad-hoc networks, that implicitly includes stigmergy features, will be shown. Then, the overall swarm behaviour will be modeled, providing a macroscopic model of this behaviour. This model can accurately predict the number of agents needed to cover an area as well as the time required for the deployment process. An experimental analysis through simulation will be carried out in order to verify our models. In this analysis the influence of both the complexity of the environment and the stigmergy system will be discussed, given the data obtained in the simulation. In addition, the macroscopic and microscopic models will be compared verifying the number of predicted individuals for each state regarding the simulation. PMID:29370203

  14. Spatial navigation, episodic memory, episodic future thinking, and theory of mind in children with autism spectrum disorder: evidence for impairments in mental simulation?

    PubMed Central

    Lind, Sophie E.; Bowler, Dermot M.; Raber, Jacob

    2014-01-01

    This study explored spatial navigation alongside several other cognitive abilities that are thought to share common underlying neurocognitive mechanisms (e.g., the capacity for self-projection, scene construction, or mental simulation), and which we hypothesized may be impaired in autism spectrum disorder (ASD). Twenty intellectually high-functioning children with ASD (with a mean age of ~8 years) were compared to 20 sex, age, IQ, and language ability matched typically developing children on a series of tasks to assess spatial navigation, episodic memory, episodic future thinking (also known as episodic foresight or prospection), theory of mind (ToM), relational memory, and central coherence. This is the first study to explore these abilities concurrently within the same sample. Spatial navigation was assessed using the “memory island” task, which involves finding objects within a realistic, computer simulated, three-dimensional environment. Episodic memory and episodic future thinking were assessed using a past and future event description task. ToM was assessed using the “animations” task, in which children were asked to describe the interactions between two animated triangles. Relational memory was assessed using a recognition task involving memory for items (line drawings), patterned backgrounds, or combinations of items and backgrounds. Central coherence was assessed by exploring differences in performance across segmented and unsegmented versions of block design. Children with ASD were found to show impairments in spatial navigation, episodic memory, episodic future thinking, and central coherence, but not ToM or relational memory. Among children with ASD, spatial navigation was found to be significantly negatively related to the number of repetitive behaviors. In other words, children who showed more repetitive behaviors showed poorer spatial navigation. The theoretical and practical implications of the results are discussed. PMID:25538661

  15. Spatial navigation, episodic memory, episodic future thinking, and theory of mind in children with autism spectrum disorder: evidence for impairments in mental simulation?

    PubMed

    Lind, Sophie E; Bowler, Dermot M; Raber, Jacob

    2014-01-01

    This study explored spatial navigation alongside several other cognitive abilities that are thought to share common underlying neurocognitive mechanisms (e.g., the capacity for self-projection, scene construction, or mental simulation), and which we hypothesized may be impaired in autism spectrum disorder (ASD). Twenty intellectually high-functioning children with ASD (with a mean age of ~8 years) were compared to 20 sex, age, IQ, and language ability matched typically developing children on a series of tasks to assess spatial navigation, episodic memory, episodic future thinking (also known as episodic foresight or prospection), theory of mind (ToM), relational memory, and central coherence. This is the first study to explore these abilities concurrently within the same sample. Spatial navigation was assessed using the "memory island" task, which involves finding objects within a realistic, computer simulated, three-dimensional environment. Episodic memory and episodic future thinking were assessed using a past and future event description task. ToM was assessed using the "animations" task, in which children were asked to describe the interactions between two animated triangles. Relational memory was assessed using a recognition task involving memory for items (line drawings), patterned backgrounds, or combinations of items and backgrounds. Central coherence was assessed by exploring differences in performance across segmented and unsegmented versions of block design. Children with ASD were found to show impairments in spatial navigation, episodic memory, episodic future thinking, and central coherence, but not ToM or relational memory. Among children with ASD, spatial navigation was found to be significantly negatively related to the number of repetitive behaviors. In other words, children who showed more repetitive behaviors showed poorer spatial navigation. The theoretical and practical implications of the results are discussed.

  16. Effect of improving the realism of simulated clinical judgement tasks on nurses' overconfidence and underconfidence: evidence from a comparative confidence calibration analysis.

    PubMed

    Yang, Huiqin; Thompson, Carl; Bland, Martin

    2012-12-01

    Apparent overconfidence and underconfidence in clinicians making clinical judgements could be a feature of evaluative research designs that fail to accurately represent clinical environments. To test the effect of improved realism of clinical judgement tasks on confidence calibration performance of nurses and student nurses. A comparative confidence calibration analysis. The study was conducted in a large university of Northern England. Ninety-seven participants rated their confidence - using a scale that ranged from 0 (no confidence) to 100 (totally confident) on dichotomous clinical judgements of critical event risk. The judgements were in response to 25 paper-based and 25 higher fidelity scenarios using a computerised patient simulator and clinical equipment. Scenarios, and judgement criteria of 'correctness', were generated from real patient cases. Using a series of calibration measures (calibration, resolution and over/underconfidence), participants' confidence was calibrated against the proportion of correct judgements. The calibration measures generated by the paper-based and high fidelity clinical simulation conditions were compared. Participants made significantly less accurate clinical judgements of risk in the high fidelity clinical simulations compared to the paper simulations (P=0.0002). They were significantly less confident in high fidelity clinical simulations than paper simulations (P=0.03). However, there was no significant difference of over/underconfidence for participants between the two simulated settings (P=0.06). Participants were no better calibrated in the high fidelity clinical simulations than paper simulations, P=0.85. Likewise, participants had no better ability of discriminating correct judgements from incorrect judgements as measured by the resolution statistic in high fidelity clinical simulations than paper simulations, P=0.76. Improving the realism of simulated judgement tasks led to reduced confidence and judgement accuracy in participants but did not alter confidence calibration. These findings suggest that judgemental miscalibration of confidence in nurses may be a systematic cognitive bias and that simply making scenarios more realistic may not be a sufficient condition for correction. Copyright © 2012 Elsevier Ltd. All rights reserved.

  17. Virtual Reality Compared with Bench-Top Simulation in the Acquisition of Arthroscopic Skill: A Randomized Controlled Trial.

    PubMed

    Banaszek, Daniel; You, Daniel; Chang, Justues; Pickell, Michael; Hesse, Daniel; Hopman, Wilma M; Borschneck, Daniel; Bardana, Davide

    2017-04-05

    Work-hour restrictions as set forth by the Accreditation Council for Graduate Medical Education (ACGME) and other governing bodies have forced training programs to seek out new learning tools to accelerate acquisition of both medical skills and knowledge. As a result, competency-based training has become an important part of residency training. The purpose of this study was to directly compare arthroscopic skill acquisition in both high-fidelity and low-fidelity simulator models and to assess skill transfer from either modality to a cadaveric specimen, simulating intraoperative conditions. Forty surgical novices (pre-clerkship-level medical students) voluntarily participated in this trial. Baseline demographic data, as well as data on arthroscopic knowledge and skill, were collected prior to training. Subjects were randomized to 5-week independent training sessions on a high-fidelity virtual reality arthroscopic simulator or on a bench-top arthroscopic setup, or to an untrained control group. Post-training, subjects were asked to perform a diagnostic arthroscopy on both simulators and in a simulated intraoperative environment on a cadaveric knee. A more difficult surprise task was also incorporated to evaluate skill transfer. Subjects were evaluated using the Global Rating Scale (GRS), the 14-point arthroscopic checklist, and a timer to determine procedural efficiency (time per task). Secondary outcomes focused on objective measures of virtual reality simulator motion analysis. Trainees on both simulators demonstrated a significant improvement (p < 0.05) in arthroscopic skills compared with baseline scores and untrained controls, both in and ex vivo. The virtual reality simulation group consistently outperformed the bench-top model group in the diagnostic arthroscopy crossover tests and in the simulated cadaveric setup. Furthermore, the virtual reality group demonstrated superior skill transfer in the surprise skill transfer task. Both high-fidelity and low-fidelity simulation trainings were effective in arthroscopic skill acquisition. High-fidelity virtual reality simulation was superior to bench-top simulation in the acquisition of arthroscopic skills, both in the laboratory and in vivo. Further clinical investigation is needed to interpret the importance of these results.

  18. Training software using virtual-reality technology and pre-calculated effective dose data.

    PubMed

    Ding, Aiping; Zhang, Di; Xu, X George

    2009-05-01

    This paper describes the development of a software package, called VR Dose Simulator, which aims to provide interactive radiation safety and ALARA training to radiation workers using virtual-reality (VR) simulations. Combined with a pre-calculated effective dose equivalent (EDE) database, a virtual radiation environment was constructed in VR authoring software, EON Studio, using 3-D models of a real nuclear power plant building. Models of avatars representing two workers were adopted with arms and legs of the avatar being controlled in the software to simulate walking and other postures. Collision detection algorithms were developed for various parts of the 3-D power plant building and avatars to confine the avatars to certain regions of the virtual environment. Ten different camera viewpoints were assigned to conveniently cover the entire virtual scenery in different viewing angles. A user can control the avatar to carry out radiological engineering tasks using two modes of avatar navigation. A user can also specify two types of radiation source: Cs and Co. The location of the avatar inside the virtual environment during the course of the avatar's movement is linked to the EDE database. The accumulative dose is calculated and displayed on the screen in real-time. Based on the final accumulated dose and the completion status of all virtual tasks, a score is given to evaluate the performance of the user. The paper concludes that VR-based simulation technologies are interactive and engaging, thus potentially useful in improving the quality of radiation safety training. The paper also summarizes several challenges: more streamlined data conversion, realistic avatar movement and posture, more intuitive implementation of the data communication between EON Studio and VB.NET, and more versatile utilization of EDE data such as a source near the body, etc., all of which needs to be addressed in future efforts to develop this type of software.

  19. Using machine learning and real-time workload assessment in a high-fidelity UAV simulation environment

    NASA Astrophysics Data System (ADS)

    Monfort, Samuel S.; Sibley, Ciara M.; Coyne, Joseph T.

    2016-05-01

    Future unmanned vehicle operations will see more responsibilities distributed among fewer pilots. Current systems typically involve a small team of operators maintaining control over a single aerial platform, but this arrangement results in a suboptimal configuration of operator resources to system demands. Rather than devoting the full-time attention of several operators to a single UAV, the goal should be to distribute the attention of several operators across several UAVs as needed. Under a distributed-responsibility system, operator task load would be continuously monitored, with new tasks assigned based on system needs and operator capabilities. The current paper sought to identify a set of metrics that could be used to assess workload unobtrusively and in near real-time to inform a dynamic tasking algorithm. To this end, we put 20 participants through a variable-difficulty multiple UAV management simulation. We identified a subset of candidate metrics from a larger pool of pupillary and behavioral measures. We then used these metrics as features in a machine learning algorithm to predict workload condition every 60 seconds. This procedure produced an overall classification accuracy of 78%. An automated tasker sensitive to fluctuations in operator workload could be used to efficiently delegate tasks for teams of UAV operators.

  20. Nonuniform Changes in the Distribution of Visual Attention from Visual Complexity and Action: A Driving Simulation Study.

    PubMed

    Park, George D; Reed, Catherine L

    2015-02-01

    Researchers acknowledge the interplay between action and attention, but typically consider action as a response to successful attentional selection or the correlation of performance on separate action and attention tasks. We investigated how concurrent action with spatial monitoring affects the distribution of attention across the visual field. We embedded a functional field of view (FFOV) paradigm with concurrent central object recognition and peripheral target localization tasks in a simulated driving environment. Peripheral targets varied across 20-60 deg eccentricity at 11 radial spokes. Three conditions assessed the effects of visual complexity and concurrent action on the size and shape of the FFOV: (1) with no background, (2) with driving background, and (3) with driving background and vehicle steering. The addition of visual complexity slowed task performance and reduced the FFOV size but did not change the baseline shape. In contrast, the addition of steering produced not only shrinkage of the FFOV, but also changes in the FFOV shape. Nonuniform performance decrements occurred in proximal regions used for the central task and for steering, independent of interference from context elements. Multifocal attention models should consider the role of action and account for nonhomogeneities in the distribution of attention. © 2015 SAGE Publications.

  1. Design of an Adaptive Human-Machine System Based on Dynamical Pattern Recognition of Cognitive Task-Load.

    PubMed

    Zhang, Jianhua; Yin, Zhong; Wang, Rubin

    2017-01-01

    This paper developed a cognitive task-load (CTL) classification algorithm and allocation strategy to sustain the optimal operator CTL levels over time in safety-critical human-machine integrated systems. An adaptive human-machine system is designed based on a non-linear dynamic CTL classifier, which maps a set of electroencephalogram (EEG) and electrocardiogram (ECG) related features to a few CTL classes. The least-squares support vector machine (LSSVM) is used as dynamic pattern classifier. A series of electrophysiological and performance data acquisition experiments were performed on seven volunteer participants under a simulated process control task environment. The participant-specific dynamic LSSVM model is constructed to classify the instantaneous CTL into five classes at each time instant. The initial feature set, comprising 56 EEG and ECG related features, is reduced to a set of 12 salient features (including 11 EEG-related features) by using the locality preserving projection (LPP) technique. An overall correct classification rate of about 80% is achieved for the 5-class CTL classification problem. Then the predicted CTL is used to adaptively allocate the number of process control tasks between operator and computer-based controller. Simulation results showed that the overall performance of the human-machine system can be improved by using the adaptive automation strategy proposed.

  2. TEMPUS: Simulating personnel and tasks in a 3-D environment

    NASA Technical Reports Server (NTRS)

    Badler, N. I.; Korein, J. D.

    1985-01-01

    The latest TEMPUS installation occurred in March, 1985. Another update is slated for early June, 1985. An updated User's Manual is in preparation and will be delivered approximately mid-June, 1985. NASA JSC has full source code listings and internal documentation for installed software. NASA JSC staff has received instruction in the use of TEMPUS. Telephone consultations have augmented on-site instruction.

  3. Goal-Driven Autonomy in a Navy Strategy Simulation

    DTIC Science & Technology

    2010-01-01

    Goldman R . (2007). Hotride: Hierarchical ordered task replanning in dynamic environments. In F. Ingrand, & K. Rajan (Eds.) Planning and Plan...www.mbari.org/autonomy/ICAPS07-workshop] van den Briel, M., Sanchez, R ., Do, M.B., & Kambhampati, S. (2004). Effective approaches for partial satisfaction...Perpetual self-aware cognitive agents. AI Magazine, 28(1), 32-45. Dearden, R ., Meuleau, N., Ramakrishnan, S., Smith, D., & Washington, R . (2003

  4. The Internet as a Tool to Learn a Second Language in a Technical Environment

    ERIC Educational Resources Information Center

    Pastor, M. Luisa Carrio

    2007-01-01

    Second language acquisition is a hard task for teachers, since to achieve the motivation from students to practice a language simulating a real context is very difficult. On the one hand, students are often influenced by their mother tongue and more when they are practising a second language with a partner from the same nationality. On the other,…

  5. Future applications of associative processor systems to operational KSC systems for optimizing cost and enhancing performance characteristics

    NASA Technical Reports Server (NTRS)

    Perkinson, J. A.

    1974-01-01

    The application of associative memory processor equipment to conventional host processors type systems is discussed. Efforts were made to demonstrate how such application relieves the task burden of conventional systems, and enhance system speed and efficiency. Data cover comparative theoretical performance analysis, demonstration of expanded growth capabilities, and demonstrations of actual hardware in simulated environment.

  6. Psychometric Assessment of Stereoscopic Head-Mounted Displays

    DTIC Science & Technology

    2016-06-29

    Journal Article 3. DATES COVERED (From – To) Jan 2015 - Dec 2015 4. TITLE AND SUBTITLE PSYCHOMETRIC ASSESSMENT OF STEREOSCOPIC HEAD- MOUNTED DISPLAYS...to render an immersive three-dimensional constructive environment. The purpose of this effort was to quantify the impact of aircrew vision on an...simulated tasks requiring precise depth discrimination. This work will provide an example validation method for future stereoscopic virtual immersive

  7. Simplification of Visual Rendering in Simulated Prosthetic Vision Facilitates Navigation.

    PubMed

    Vergnieux, Victor; Macé, Marc J-M; Jouffrais, Christophe

    2017-09-01

    Visual neuroprostheses are still limited and simulated prosthetic vision (SPV) is used to evaluate potential and forthcoming functionality of these implants. SPV has been used to evaluate the minimum requirement on visual neuroprosthetic characteristics to restore various functions such as reading, objects and face recognition, object grasping, etc. Some of these studies focused on obstacle avoidance but only a few investigated orientation or navigation abilities with prosthetic vision. The resolution of current arrays of electrodes is not sufficient to allow navigation tasks without additional processing of the visual input. In this study, we simulated a low resolution array (15 × 18 electrodes, similar to a forthcoming generation of arrays) and evaluated the navigation abilities restored when visual information was processed with various computer vision algorithms to enhance the visual rendering. Three main visual rendering strategies were compared to a control rendering in a wayfinding task within an unknown environment. The control rendering corresponded to a resizing of the original image onto the electrode array size, according to the average brightness of the pixels. In the first rendering strategy, vision distance was limited to 3, 6, or 9 m, respectively. In the second strategy, the rendering was not based on the brightness of the image pixels, but on the distance between the user and the elements in the field of view. In the last rendering strategy, only the edges of the environments were displayed, similar to a wireframe rendering. All the tested renderings, except the 3 m limitation of the viewing distance, improved navigation performance and decreased cognitive load. Interestingly, the distance-based and wireframe renderings also improved the cognitive mapping of the unknown environment. These results show that low resolution implants are usable for wayfinding if specific computer vision algorithms are used to select and display appropriate information regarding the environment. © 2017 International Center for Artificial Organs and Transplantation and Wiley Periodicals, Inc.

  8. Design of experimental studies of human performance under influences of simulated artificial gravity. [effects of rotation on psychomotor tasks

    NASA Technical Reports Server (NTRS)

    Piland, W. M.; Hausch, H. G.; Maraman, G. V.; Green, J. A.

    1973-01-01

    A ground based research program is now being undertaken to provide data concerning the effects of a rotating environment on man's ability to adequately perform gross and fine psychomotor tasks. Emphasis is being placed on establishing the levels of artificial gravity and rates and radii of rotation required in future space systems for preservation of crew performance and comfort. An experimental study utilizing a rotational facility to investigate crew mobility, cargo transfer and handling, and fine motor coordination at radii up to 24 meters and at rotational rates up to 5 rpm is reported.

  9. Lessons from a pilot project in cognitive task analysis: the potential role of intermediates in preclinical teaching in dental education.

    PubMed

    Walker, Judith; von Bergmann, HsingChi

    2015-03-01

    The purpose of this study was to explore the use of cognitive task analysis to inform the teaching of psychomotor skills and cognitive strategies in clinical tasks in dental education. Methods used were observing and videotaping an expert at one dental school thinking aloud while performing a specific preclinical task (in a simulated environment), interviewing the expert to probe deeper into his thinking processes, and applying the same procedures to analyze the performance of three second-year dental students who had recently learned the analyzed task and who represented a spectrum of their cohort's ability to undertake the procedure. The investigators sought to understand how experts (clinical educators) and intermediates (trained students) overlapped and differed at points in the procedure that represented the highest cognitive load, known as "critical incidents." Findings from this study and previous research identified possible limitations of current clinical teaching as a result of expert blind spots. These findings coupled with the growing evidence of the effectiveness of peer teaching suggest the potential role of intermediates in helping novices learn preclinical dentistry tasks.

  10. Attention and working memory in elderly: the influence of a distracting environment.

    PubMed

    Rodrigues, Pedro F S; Pandeirada, Josefa N S

    2015-02-01

    The present work investigated the effect of a distracting environment in the performance of attentional and working memory (WM) tasks in elderly participants. To this end, forty elderly performed two attentional tasks (simple reaction time and go/no-go tasks), and three WM tasks (arithmetic, memory for digits and sequences of letters and numbers). Each participant performed the tasks in a distracting and a non-distracting environment, with an interval of 14-21 days between sessions. The results revealed better performance in the attentional tasks when these were done in the non-distracting environment, as compared to when they were done in the distracting environment. Specifically, participants provided more accurate responses, fewer false alarms and omissions when responding in the non-distracting environment than when responding in the distracting environment. Participants were also faster at providing correct responses in the go/no-go task when it was performed in the non-distracting environment. As for the memory tasks, the effect of type of environment was significant only in the memory for digits in a forward direction task. Our data suggest the need to consider the potential damaging consequences of distracting environments when the elderly have to perform tasks that demand their attention. Specific examples of such situations are presented in the discussion (e.g., distracting effect of environment on medical and on psychological evaluations).

  11. Spatial learning while navigating with severely degraded viewing: The role of attention and mobility monitoring

    PubMed Central

    Rand, Kristina M.; Creem-Regehr, Sarah H.; Thompson, William B.

    2015-01-01

    The ability to navigate without getting lost is an important aspect of quality of life. In five studies, we evaluated how spatial learning is affected by the increased demands of keeping oneself safe while walking with degraded vision (mobility monitoring). We proposed that safe low-vision mobility requires attentional resources, providing competition for those needed to learn a new environment. In Experiments 1 and 2 participants navigated along paths in a real-world indoor environment with simulated degraded vision or normal vision. Memory for object locations seen along the paths was better with normal compared to degraded vision. With degraded vision, memory was better when participants were guided by an experimenter (low monitoring demands) versus unguided (high monitoring demands). In Experiments 3 and 4, participants walked while performing an auditory task. Auditory task performance was superior with normal compared to degraded vision. With degraded vision, auditory task performance was better when guided compared to unguided. In Experiment 5, participants performed both the spatial learning and auditory tasks under degraded vision. Results showed that attention mediates the relationship between mobility-monitoring demands and spatial learning. These studies suggest that more attention is required and spatial learning is impaired when navigating with degraded viewing. PMID:25706766

  12. The effects of individual differences, prior experience and cognitive load on the transfer of dynamic decision-making performance.

    PubMed

    Nicholson, Brad; O'Hare, David

    2014-01-01

    Situational awareness is recognised as an important factor in the performance of individuals and teams in dynamic decision-making (DDM) environments (Salmon et al. 2014 ). The present study was designed to investigate whether the scores on the WOMBAT™ Situational Awareness and Stress Tolerance Test (Roscoe and North 1980 ) would predict the transfer of DDM performance from training under different levels of cognitive load to a novel situation. Participants practised a simulated firefighting task under either low or high conditions of cognitive load and then performed a (transfer) test in an alternative firefighting environment under an intermediate level of cognitive load. WOMBAT™ test scores were a better predictor of DDM performance than scores on the Raven Matrices. Participants with high WOMBAT™ scores performed better regardless of their training condition. Participants with recent gaming experience who practised under low cognitive load showed better practice phase performance but worse transfer performance than those who practised under high cognitive load. The relationship between task experience, situational awareness ability, cognitive load and the transfer of dynamic decision-making (DDM) performance was investigated. Results showed that the WOMBAT™ test predicted transfer of DDM performance regardless of task cognitive load. The effects of cognitive load on performance varied according to previous task-relevant experience.

  13. Experimental and simulation studies of hard contact in force reflecting teleoperation

    NASA Technical Reports Server (NTRS)

    Hannaford, Blake; Anderson, Robert

    1988-01-01

    Experiments and simulations of a single-axis force-reflecting teleoperation system have been conducted to investigate the problem of contacting a hard environment and maintaining a controlled force in teleoperation in which position is fed forward from the hand controller (master) to the manipulator (slave), and force is fed back to the human operator through motors in the master. The simulations, using an electrical circuit model, reproduce the behavior of the real system, including effects of human operator biomechanics. It is shown that human operator properties, which vary as a result of different types of grasp of the handle, affect the stability of the system in the hard-contact task. The effect of a heavier grasp on the handle is equivalent to increased hand-controller velocity damping in terms of the systems stability in the contact task, but control system damping sufficient to guarantee stable contact results in perceptible sluggishness of the control handle's response in free motion. These results suggest that human operator biomechanics must be taken into account to guarantee stable and ergonomic performance of advanced teleoperators.

  14. ISPE: A knowledge-based system for fluidization studies. 1990 Annual report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Reddy, S.

    1991-01-01

    Chemical engineers use mathematical simulators to design, model, optimize and refine various engineering plants/processes. This procedure requires the following steps: (1) preparation of an input data file according to the format required by the target simulator; (2) excecuting the simulation; and (3) analyzing the results of the simulation to determine if all ``specified goals`` are satisfied. If the goals are not met, the input data file must be modified and the simulation repeated. This multistep process is continued until satisfactory results are obtained. This research was undertaken to develop a knowledge based system, IPSE (Intelligent Process Simulation Environment), that canmore » enhance the productivity of chemical engineers/modelers by serving as an intelligent assistant to perform a variety tasks related to process simulation. ASPEN, a widely used simulator by the US Department of Energy (DOE) at Morgantown Energy Technology Center (METC) was selected as the target process simulator in the project. IPSE, written in the C language, was developed using a number of knowledge-based programming paradigms: object-oriented knowledge representation that uses inheritance and methods, rulebased inferencing (includes processing and propagation of probabilistic information) and data-driven programming using demons. It was implemented using the knowledge based environment LASER. The relationship of IPSE with the user, ASPEN, LASER and the C language is shown in Figure 1.« less

  15. Deep imitation learning for 3D navigation tasks.

    PubMed

    Hussein, Ahmed; Elyan, Eyad; Gaber, Mohamed Medhat; Jayne, Chrisina

    2018-01-01

    Deep learning techniques have shown success in learning from raw high-dimensional data in various applications. While deep reinforcement learning is recently gaining popularity as a method to train intelligent agents, utilizing deep learning in imitation learning has been scarcely explored. Imitation learning can be an efficient method to teach intelligent agents by providing a set of demonstrations to learn from. However, generalizing to situations that are not represented in the demonstrations can be challenging, especially in 3D environments. In this paper, we propose a deep imitation learning method to learn navigation tasks from demonstrations in a 3D environment. The supervised policy is refined using active learning in order to generalize to unseen situations. This approach is compared to two popular deep reinforcement learning techniques: deep-Q-networks and Asynchronous actor-critic (A3C). The proposed method as well as the reinforcement learning methods employ deep convolutional neural networks and learn directly from raw visual input. Methods for combining learning from demonstrations and experience are also investigated. This combination aims to join the generalization ability of learning by experience with the efficiency of learning by imitation. The proposed methods are evaluated on 4 navigation tasks in a 3D simulated environment. Navigation tasks are a typical problem that is relevant to many real applications. They pose the challenge of requiring demonstrations of long trajectories to reach the target and only providing delayed rewards (usually terminal) to the agent. The experiments show that the proposed method can successfully learn navigation tasks from raw visual input while learning from experience methods fail to learn an effective policy. Moreover, it is shown that active learning can significantly improve the performance of the initially learned policy using a small number of active samples.

  16. Exploring the neural bases of goal-directed motor behavior using fully resolved simulations

    NASA Astrophysics Data System (ADS)

    Patel, Namu; Patankar, Neelesh A.

    2016-11-01

    Undulatory swimming is an ideal problem for understanding the neural architecture for motor control and movement; a vertebrate's robust morphology and adaptive locomotive gait allows the swimmer to navigate complex environments. Simple mathematical models for neurally activated muscle contractions have been incorporated into a swimmer immersed in fluid. Muscle contractions produce bending moments which determine the swimming kinematics. The neurobiology of goal-directed locomotion is explored using fast, efficient, and fully resolved constraint-based immersed boundary simulations. Hierarchical control systems tune the strength, frequency, and duty cycle for neural activation waves to produce multifarious swimming gaits or synergies. Simulation results are used to investigate why the basal ganglia and other control systems may command a particular neural pattern to accomplish a task. Using simple neural models, the effect of proprioceptive feedback on refining the body motion is demonstrated. Lastly, the ability for a learned swimmer to successfully navigate a complex environment is tested. This work is supported by NSF CBET 1066575 and NSF CMMI 0941674.

  17. Tutoring electronic troubleshooting in a simulated maintenance work environment

    NASA Technical Reports Server (NTRS)

    Gott, Sherrie P.

    1987-01-01

    A series of intelligent tutoring systems, or intelligent maintenance simulators, is being developed based on expert and novice problem solving data. A graded series of authentic troubleshooting problems provides the curriculum, and adaptive instructional treatments foster active learning in trainees who engage in extensive fault isolation practice and thus in conditionalizing what they know. A proof of concept training study involving human tutoring was conducted as a precursor to the computer tutors to assess this integrated, problem based approach to task analysis and instruction. Statistically significant improvements in apprentice technicians' troubleshooting efficiency were achieved after approximately six hours of training.

  18. The effects of multiple aerospace environmental stressors on human performance

    NASA Technical Reports Server (NTRS)

    Popper, S. E.; Repperger, D. W.; Mccloskey, K.; Tripp, L. D.

    1992-01-01

    An extended Fitt's law paradigm reaction time (RT) task was used to evaluate the effects of acceleration on human performance in the Dynamic Environment Simulator (DES) at Armstrong Laboratory, Wright-Patterson AFB, Ohio. This effort was combined with an evaluation of the standard CSU-13 P anti-gravity suit versus three configurations of a 'retrograde inflation anti-G suit'. Results indicated that RT and error rates increased 17 percent and 14 percent respectively from baseline to the end of the simulated aerial combat maneuver and that the most common error was pressing too few buttons.

  19. Early Experiences Porting the NAMD and VMD Molecular Simulation and Analysis Software to GPU-Accelerated OpenPOWER Platforms

    PubMed Central

    Stone, John E.; Hynninen, Antti-Pekka; Phillips, James C.; Schulten, Klaus

    2017-01-01

    All-atom molecular dynamics simulations of biomolecules provide a powerful tool for exploring the structure and dynamics of large protein complexes within realistic cellular environments. Unfortunately, such simulations are extremely demanding in terms of their computational requirements, and they present many challenges in terms of preparation, simulation methodology, and analysis and visualization of results. We describe our early experiences porting the popular molecular dynamics simulation program NAMD and the simulation preparation, analysis, and visualization tool VMD to GPU-accelerated OpenPOWER hardware platforms. We report our experiences with compiler-provided autovectorization and compare with hand-coded vector intrinsics for the POWER8 CPU. We explore the performance benefits obtained from unique POWER8 architectural features such as 8-way SMT and its value for particular molecular modeling tasks. Finally, we evaluate the performance of several GPU-accelerated molecular modeling kernels and relate them to other hardware platforms. PMID:29202130

  20. A prototype percutaneous transhepatic cholangiography training simulator with real-time breathing motion.

    PubMed

    Villard, P F; Vidal, F P; Hunt, C; Bello, F; John, N W; Johnson, S; Gould, D A

    2009-11-01

    We present here a simulator for interventional radiology focusing on percutaneous transhepatic cholangiography (PTC). This procedure consists of inserting a needle into the biliary tree using fluoroscopy for guidance. The requirements of the simulator have been driven by a task analysis. The three main components have been identified: the respiration, the real-time X-ray display (fluoroscopy) and the haptic rendering (sense of touch). The framework for modelling the respiratory motion is based on kinematics laws and on the Chainmail algorithm. The fluoroscopic simulation is performed on the graphic card and makes use of the Beer-Lambert law to compute the X-ray attenuation. Finally, the haptic rendering is integrated to the virtual environment and takes into account the soft-tissue reaction force feedback and maintenance of the initial direction of the needle during the insertion. Five training scenarios have been created using patient-specific data. Each of these provides the user with variable breathing behaviour, fluoroscopic display tuneable to any device parameters and needle force feedback. A detailed task analysis has been used to design and build the PTC simulator described in this paper. The simulator includes real-time respiratory motion with two independent parameters (rib kinematics and diaphragm action), on-line fluoroscopy implemented on the Graphics Processing Unit and haptic feedback to feel the soft-tissue behaviour of the organs during the needle insertion.

  1. Simple gaze-contingent cues guide eye movements in a realistic driving simulator

    NASA Astrophysics Data System (ADS)

    Pomarjanschi, Laura; Dorr, Michael; Bex, Peter J.; Barth, Erhardt

    2013-03-01

    Looking at the right place at the right time is a critical component of driving skill. Therefore, gaze guidance has the potential to become a valuable driving assistance system. In previous work, we have already shown that complex gaze-contingent stimuli can guide attention and reduce the number of accidents in a simple driving simulator. We here set out to investigate whether cues that are simple enough to be implemented in a real car can also capture gaze during a more realistic driving task in a high-fidelity driving simulator. We used a state-of-the-art, wide-field-of-view driving simulator with an integrated eye tracker. Gaze-contingent warnings were implemented using two arrays of light-emitting diodes horizontally fitted below and above the simulated windshield. Thirteen volunteering subjects drove along predetermined routes in a simulated environment popu­ lated with autonomous traffic. Warnings were triggered during the approach to half of the intersections, cueing either towards the right or to the left. The remaining intersections were not cued, and served as controls. The analysis of the recorded gaze data revealed that the gaze-contingent cues did indeed have a gaze guiding effect, triggering a significant shift in gaze position towards the highlighted direction. This gaze shift was not accompanied by changes in driving behaviour, suggesting that the cues do not interfere with the driving task itself.

  2. A model of neuro-musculo-skeletal system for human locomotion under position constraint condition.

    PubMed

    Ni, Jiangsheng; Hiramatsu, Seiji; Kato, Atsuo

    2003-08-01

    The human locomotion was studied on the basis of the interaction of the musculo-skeletal system, the neural system and the environment. A mathematical model of human locomotion under position constraint condition was established. Besides the neural rhythm generator, the posture controller and the sensory system, the environment feedback controller and the stability controller were taken into account in the model. The environment feedback controller was proposed for two purposes, obstacle avoidance and target position control of the swing foot. The stability controller was proposed to imitate the self-balancing ability of a human body and improve the stability of the model. In the stability controller, the ankle torque was used to control the velocity of the body gravity center. A prediction control algorithm was applied to calculate the torque magnitude of the stability controller. As an example, human stairs climbing movement was simulated and the results were given. The simulation result proved that the mathematical modeling of the task was successful.

  3. GATE Monte Carlo simulation of dose distribution using MapReduce in a cloud computing environment.

    PubMed

    Liu, Yangchuan; Tang, Yuguo; Gao, Xin

    2017-12-01

    The GATE Monte Carlo simulation platform has good application prospects of treatment planning and quality assurance. However, accurate dose calculation using GATE is time consuming. The purpose of this study is to implement a novel cloud computing method for accurate GATE Monte Carlo simulation of dose distribution using MapReduce. An Amazon Machine Image installed with Hadoop and GATE is created to set up Hadoop clusters on Amazon Elastic Compute Cloud (EC2). Macros, the input files for GATE, are split into a number of self-contained sub-macros. Through Hadoop Streaming, the sub-macros are executed by GATE in Map tasks and the sub-results are aggregated into final outputs in Reduce tasks. As an evaluation, GATE simulations were performed in a cubical water phantom for X-ray photons of 6 and 18 MeV. The parallel simulation on the cloud computing platform is as accurate as the single-threaded simulation on a local server and the simulation correctness is not affected by the failure of some worker nodes. The cloud-based simulation time is approximately inversely proportional to the number of worker nodes. For the simulation of 10 million photons on a cluster with 64 worker nodes, time decreases of 41× and 32× were achieved compared to the single worker node case and the single-threaded case, respectively. The test of Hadoop's fault tolerance showed that the simulation correctness was not affected by the failure of some worker nodes. The results verify that the proposed method provides a feasible cloud computing solution for GATE.

  4. STS-55 MS3 Bernard A. Harris, Jr in EMU at JSC's WETF for EVA simulation

    NASA Image and Video Library

    1991-11-08

    S91-51058 (Dec 1991) --- Partially attired in a special training version of the Extravehicular Mobility Unit (EMU) space suit, astronaut Bernard A. Harris Jr. is pictured before a training session at the Johnson Space Center's (JSC) Weightless Environment Training Facility (WET-F). Minutes later the STS-55 mission specialist was in a 25-feet deep pool simulating a contingency extravehicular activity (EVA). The platform on which he is standing was used to lower him into the water where, with the aid of weights on his environmentally-controlled pressurized suit, he was able to achieve neutral buoyancy. There is no scheduled EVA for the 1993 flight but each space flight crew includes astronauts trained for a variety of contingency tasks that could require exiting the shirt-sleeve environment of a Shuttle's cabin.

  5. New technique for simulation of microgravity and variable gravity conditions

    NASA Astrophysics Data System (ADS)

    de la Rosa, R.; Alonso, A.; Abasolo, D. E.; Hornero, R.; Abasolo, D. E.

    2005-08-01

    This paper suggests a microgravity or variable gravity conditions simulator based on a Neuromuscular Control System (NCS), working as a man-machine interface. The subject under training lies on an active platform that counteracts his weight. And a Virtual Reality (VR) system displays a simulated environment, where the subject can interact a number of settings: extravehicular activity (EVA), walking on the Moon or training the limb response faced with variable acceleration scenes. Results related to real-time voluntary control have been achieved with neuromuscular interfaces at the Bioengineering Group in the University of Valladolid. It has been employed a custom real-time system to train arm movements. This paper outlines a more complex design that can complement other training facilities, like the buoyancy pool, in the task of microgravity simulation.

  6. Encapsulating model complexity and landscape-scale analyses of state-and-transition simulation models: an application of ecoinformatics and juniper encroachment in sagebrush steppe ecosystems

    USGS Publications Warehouse

    O'Donnell, Michael

    2015-01-01

    State-and-transition simulation modeling relies on knowledge of vegetation composition and structure (states) that describe community conditions, mechanistic feedbacks such as fire that can affect vegetation establishment, and ecological processes that drive community conditions as well as the transitions between these states. However, as the need for modeling larger and more complex landscapes increase, a more advanced awareness of computing resources becomes essential. The objectives of this study include identifying challenges of executing state-and-transition simulation models, identifying common bottlenecks of computing resources, developing a workflow and software that enable parallel processing of Monte Carlo simulations, and identifying the advantages and disadvantages of different computing resources. To address these objectives, this study used the ApexRMS® SyncroSim software and embarrassingly parallel tasks of Monte Carlo simulations on a single multicore computer and on distributed computing systems. The results demonstrated that state-and-transition simulation models scale best in distributed computing environments, such as high-throughput and high-performance computing, because these environments disseminate the workloads across many compute nodes, thereby supporting analysis of larger landscapes, higher spatial resolution vegetation products, and more complex models. Using a case study and five different computing environments, the top result (high-throughput computing versus serial computations) indicated an approximate 96.6% decrease of computing time. With a single, multicore compute node (bottom result), the computing time indicated an 81.8% decrease relative to using serial computations. These results provide insight into the tradeoffs of using different computing resources when research necessitates advanced integration of ecoinformatics incorporating large and complicated data inputs and models. - See more at: http://aimspress.com/aimses/ch/reader/view_abstract.aspx?file_no=Environ2015030&flag=1#sthash.p1XKDtF8.dpuf

  7. Distributed virtual environment for emergency medical training

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.

    1997-07-01

    In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.

  8. Productive Information Foraging

    NASA Technical Reports Server (NTRS)

    Furlong, P. Michael; Dille, Michael

    2016-01-01

    This paper presents a new algorithm for autonomous on-line exploration in unknown environments. The objective of the algorithm is to free robot scientists from extensive preliminary site investigation while still being able to collect meaningful data. We simulate a common form of exploration task for an autonomous robot involving sampling the environment at various locations and compare performance with a simpler existing algorithm that is also denied global information. The result of the experiment shows that the new algorithm has a statistically significant improvement in performance with a significant effect size for a range of costs for taking sampling actions.

  9. Information Foraging and Change Detection for Automated Science Exploration

    NASA Technical Reports Server (NTRS)

    Furlong, P. Michael; Dille, Michael

    2016-01-01

    This paper presents a new algorithm for autonomous on-line exploration in unknown environments. The objective is to free remote scientists from possibly-infeasible extensive preliminary site investigation prior to sending robotic agents. We simulate a common exploration task for an autonomous robot sampling the environment at various locations and compare performance against simpler control strategies. An extension is proposed and evaluated that further permits operation in the presence of environmental variability in which the robot encounters a change in the distribution underlying sampling targets. Experimental results indicate a strong improvement in performance across varied parameter choices for the scenario.

  10. Emergency Medicine Resident Physicians’ Perceptions of Electronic Documentation and Workflow

    PubMed Central

    Neri, P.M.; Redden, L.; Poole, S.; Pozner, C.N.; Horsky, J.; Raja, A.S.; Poon, E.; Schiff, G.

    2015-01-01

    Summary Objective To understand emergency department (ED) physicians’ use of electronic documentation in order to identify usability and workflow considerations for the design of future ED information system (EDIS) physician documentation modules. Methods We invited emergency medicine resident physicians to participate in a mixed methods study using task analysis and qualitative interviews. Participants completed a simulated, standardized patient encounter in a medical simulation center while documenting in the test environment of a currently used EDIS. We recorded the time on task, type and sequence of tasks performed by the participants (including tasks performed in parallel). We then conducted semi-structured interviews with each participant. We analyzed these qualitative data using the constant comparative method to generate themes. Results Eight resident physicians participated. The simulation session averaged 17 minutes and participants spent 11 minutes on average on tasks that included electronic documentation. Participants performed tasks in parallel, such as history taking and electronic documentation. Five of the 8 participants performed a similar workflow sequence during the first part of the session while the remaining three used different workflows. Three themes characterize electronic documentation: (1) physicians report that location and timing of documentation varies based on patient acuity and workload, (2) physicians report a need for features that support improved efficiency; and (3) physicians like viewing available patient data but struggle with integration of the EDIS with other information sources. Conclusion We confirmed that physicians spend much of their time on documentation (65%) during an ED patient visit. Further, we found that resident physicians did not all use the same workflow and approach even when presented with an identical standardized patient scenario. Future EHR design should consider these varied workflows while trying to optimize efficiency, such as improving integration of clinical data. These findings should be tested quantitatively in a larger, representative study. PMID:25848411

  11. Comparison of gesture and conventional interaction techniques for interventional neuroradiology.

    PubMed

    Hettig, Julian; Saalfeld, Patrick; Luz, Maria; Becker, Mathias; Skalej, Martin; Hansen, Christian

    2017-09-01

    Interaction with radiological image data and volume renderings within a sterile environment is a challenging task. Clinically established methods such as joystick control and task delegation can be time-consuming and error-prone and interrupt the workflow. New touchless input modalities may have the potential to overcome these limitations, but their value compared to established methods is unclear. We present a comparative evaluation to analyze the value of two gesture input modalities (Myo Gesture Control Armband and Leap Motion Controller) versus two clinically established methods (task delegation and joystick control). A user study was conducted with ten experienced radiologists by simulating a diagnostic neuroradiological vascular treatment with two frequently used interaction tasks in an experimental operating room. The input modalities were assessed using task completion time, perceived task difficulty, and subjective workload. Overall, the clinically established method of task delegation performed best under the study conditions. In general, gesture control failed to exceed the clinical input approach. However, the Myo Gesture Control Armband showed a potential for simple image selection task. Novel input modalities have the potential to take over single tasks more efficiently than clinically established methods. The results of our user study show the relevance of task characteristics such as task complexity on performance with specific input modalities. Accordingly, future work should consider task characteristics to provide a useful gesture interface for a specific use case instead of an all-in-one solution.

  12. Operator strategies under varying conditions of workload

    NASA Technical Reports Server (NTRS)

    Arnegard, Ruth J.

    1991-01-01

    An attempt was made to operationally define and measure strategic behavior in a complex multiple task environment. The Multi-Attribute Task battery was developed to simulate various aspects of flight and consisted of an auditory communication task, monitoring tasks, a tracking tasks, a resource management task which allowed a wide range of responding patterns, and a scheduling window which allowed operators to predict changes in workload. This battery was validated for its sensitivity to strategic behavior, and baseline measures for each individual task were collected. Twenty-four undergraduate and graduate students then performed the battery for four 64 minute sessions which took place over a period of 2 days. Each subject performed the task battery under four levels of workload, which were presented for equal lengths of time during all four sessions. Results indicated that in general, performance improves as a function of experience with the battery, but that performance decreased as workload level increased. The data also showed that subjects developed strategies for responding to the resource management task which allowed them to manage the high workload levels more efficiently. This particular strategy developed over time but was also associated with errors of complacency. These results are presented along with implications for the aviation field and areas of future research.

  13. Improving Physical Task Performance with Counterfactual and Prefactual Thinking.

    PubMed

    Hammell, Cecilia; Chan, Amy Y C

    2016-01-01

    Counterfactual thinking (reflecting on "what might have been") has been shown to enhance future performance by translating information about past mistakes into plans for future action. Prefactual thinking (imagining "what might be if…") may serve a greater preparative function than counterfactual thinking as it is future-orientated and focuses on more controllable features, thus providing a practical script to prime future behaviour. However, whether or not this difference in hypothetical thought content may translate into a difference in actual task performance has been largely unexamined. In Experiment 1 (n = 42), participants performed trials of a computer-simulated physical task, in between which they engaged in either task-related hypothetical thinking (counterfactual or prefactual) or an unrelated filler task (control). As hypothesised, prefactuals contained more controllable features than counterfactuals. Moreover, participants who engaged in either form of hypothetical thinking improved significantly in task performance over trials compared to participants in the control group. The difference in thought content between counterfactuals and prefactuals, however, did not yield a significant difference in performance improvement. Experiment 2 (n = 42) replicated these findings in a dynamic balance task environment. Together, these findings provide further evidence for the preparatory function of counterfactuals, and demonstrate that prefactuals share this same functional characteristic.

  14. Graphical programming interface: A development environment for MRI methods.

    PubMed

    Zwart, Nicholas R; Pipe, James G

    2015-11-01

    To introduce a multiplatform, Python language-based, development environment called graphical programming interface for prototyping MRI techniques. The interface allows developers to interact with their scientific algorithm prototypes visually in an event-driven environment making tasks such as parameterization, algorithm testing, data manipulation, and visualization an integrated part of the work-flow. Algorithm developers extend the built-in functionality through simple code interfaces designed to facilitate rapid implementation. This article shows several examples of algorithms developed in graphical programming interface including the non-Cartesian MR reconstruction algorithms for PROPELLER and spiral as well as spin simulation and trajectory visualization of a FLORET example. The graphical programming interface framework is shown to be a versatile prototyping environment for developing numeric algorithms used in the latest MR techniques. © 2014 Wiley Periodicals, Inc.

  15. Software architecture of biomimetic underwater vehicle

    NASA Astrophysics Data System (ADS)

    Praczyk, Tomasz; Szymak, Piotr

    2016-05-01

    Autonomous underwater vehicles are vehicles that are entirely or partly independent of human decisions. In order to obtain operational independence, the vehicles have to be equipped with a specialized software. The main task of the software is to move the vehicle along a trajectory with collision avoidance. Moreover, the software has also to manage different devices installed on the vehicle board, e.g. to start and stop cameras, sonars etc. In addition to the software embedded on the vehicle board, the software responsible for managing the vehicle by the operator is also necessary. Its task is to define mission of the vehicle, to start, to stop the mission, to send emergency commands, to monitor vehicle parameters, and to control the vehicle in remotely operated mode. An important objective of the software is also to support development and tests of other software components. To this end, a simulation environment is necessary, i.e. simulation model of the vehicle and all its key devices, the model of the sea environment, and the software to visualize behavior of the vehicle. The paper presents architecture of the software designed for biomimetic autonomous underwater vehicle (BAUV) that is being constructed within the framework of the scientific project financed by Polish National Center of Research and Development.

  16. Range wise busy checking 2-way imbalanced algorithm for cloudlet allocation in cloud environment

    NASA Astrophysics Data System (ADS)

    Alanzy, Mohammed; Latip, Rohaya; Muhammed, Abdullah

    2018-05-01

    Cloud computing considers as a new business paradigm and a popular platform over the last few years. Many organizations, agencies, and departments consider responsible tasks time and tasks needed to be accomplished as soon as possible. These agencies counter IT issues due to the massive arise of data, applications, and solution scopes. Currently, the main issue related with the cloud is the way of making the environment of the cloud computing more qualified, and this way needs a competent allocation strategy of the cloudlet, Thus, there are huge number of studies conducted with regards to this matter that sought to assign the cloudlets to VMs or resources by variety of strategies. In this paper we have proposed range wise busy checking 2-way imbalanced Algorithm in cloud computing. Compare to other methods, it decreases the completion time to finish tasks’ execution, it is considered the fundamental part to enhance the system performance such as the makespan. This algorithm was simulated using Cloudsim to give more opportunity to the higher VM speed to accommodate more Cloudlets in its local queue without considering the threshold balance condition. The simulation result shows that the average makespan time is lesser compare to the previous cloudlet allocation strategy.

  17. Simulation in pediatric anesthesiology.

    PubMed

    Fehr, James J; Honkanen, Anita; Murray, David J

    2012-10-01

    Simulation-based training, research and quality initiatives are expanding in pediatric anesthesiology just as in other medical specialties. Various modalities are available, from task trainers to standardized patients, and from computer-based simulations to mannequins. Computer-controlled mannequins can simulate pediatric vital signs with reasonable reliability; however the fidelity of skin temperature and color change, airway reflexes and breath and heart sounds remains rudimentary. Current pediatric mannequins are utilized in simulation centers, throughout hospitals in-situ, at national meetings for continuing medical education and in research into individual and team performance. Ongoing efforts by pediatric anesthesiologists dedicated to using simulation to improve patient care and educational delivery will result in further dissemination of this technology. Health care professionals who provide complex, subspecialty care to children require a curriculum supported by an active learning environment where skills directly relevant to pediatric care can be developed. The approach is not only the most effective method to educate adult learners, but meets calls for education reform and offers the potential to guide efforts toward evaluating competence. Simulation addresses patient safety imperatives by providing a method for trainees to develop skills and experience in various management strategies, without risk to the health and life of a child. A curriculum that provides pediatric anesthesiologists with the range of skills required in clinical practice settings must include a relatively broad range of task-training devises and electromechanical mannequins. Challenges remain in defining the best integration of this modality into training and clinical practice to meet the needs of pediatric patients. © 2012 Blackwell Publishing Ltd.

  18. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind.

    PubMed

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments.

  19. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind

    PubMed Central

    Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.

    2014-01-01

    For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments. PMID:24653690

  20. MaGate Simulator: A Simulation Environment for a Decentralized Grid Scheduler

    NASA Astrophysics Data System (ADS)

    Huang, Ye; Brocco, Amos; Courant, Michele; Hirsbrunner, Beat; Kuonen, Pierre

    This paper presents a simulator for of a decentralized modular grid scheduler named MaGate. MaGate’s design emphasizes scheduler interoperability by providing intelligent scheduling serving the grid community as a whole. Each MaGate scheduler instance is able to deal with dynamic scheduling conditions, with continuously arriving grid jobs. Received jobs are either allocated on local resources, or delegated to other MaGates for remote execution. The proposed MaGate simulator is based on GridSim toolkit and Alea simulator, and abstracts the features and behaviors of complex fundamental grid elements, such as grid jobs, grid resources, and grid users. Simulation of scheduling tasks is supported by a grid network overlay simulator executing distributed ant-based swarm intelligence algorithms to provide services such as group communication and resource discovery. For evaluation, a comparison of behaviors of different collaborative policies among a community of MaGates is provided. Results support the use of the proposed approach as a functional ready grid scheduler simulator.

  1. Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.

    PubMed

    Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello

    2017-11-10

    To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.

  2. A Multiagent Modeling Environment for Simulating Work Practice in Organizations

    NASA Technical Reports Server (NTRS)

    Sierhuis, Maarten; Clancey, William J.; vanHoof, Ron

    2004-01-01

    In this paper we position Brahms as a tool for simulating organizational processes. Brahms is a modeling and simulation environment for analyzing human work practice, and for using such models to develop intelligent software agents to support the work practice in organizations. Brahms is the result of more than ten years of research at the Institute for Research on Learning (IRL), NYNEX Science & Technology (the former R&D institute of the Baby Bell telephone company in New York, now Verizon), and for the last six years at NASA Ames Research Center, in the Work Systems Design and Evaluation group, part of the Computational Sciences Division (Code IC). Brahms has been used on more than ten modeling and simulation research projects, and recently has been used as a distributed multiagent development environment for developing work practice support tools for human in-situ science exploration on planetary surfaces, in particular a human mission to Mars. Brahms was originally conceived of as a business process modeling and simulation tool that incorporates the social systems of work, by illuminating how formal process flow descriptions relate to people s actual located activities in the workplace. Our research started in the early nineties as a reaction to experiences with work process modeling and simulation . Although an effective tool for convincing management of the potential cost-savings of the newly designed work processes, the modeling and simulation environment was only able to describe work as a normative workflow. However, the social systems, uncovered in work practices studied by the design team played a significant role in how work actually got done-actual lived work. Multi- tasking, informal assistance and circumstantial work interactions could not easily be represented in a tool with a strict workflow modeling paradigm. In response, we began to develop a tool that would have the benefits of work process modeling and simulation, but be distinctively able to represent the relations of people, locations, systems, artifacts, communication and information content.

  3. Solar-based navigation for robotic explorers

    NASA Astrophysics Data System (ADS)

    Shillcutt, Kimberly Jo

    2000-12-01

    This thesis introduces the application of solar position and shadowing information to robotic exploration. Power is a critical resource for robots with remote, long-term missions, so this research focuses on the power generation capabilities of robotic explorers during navigational tasks, in addition to power consumption. Solar power is primarily considered, with the possibility of wind power also contemplated. Information about the environment, including the solar ephemeris, terrain features, time of day, and surface location, is incorporated into a planning structure, allowing robots to accurately predict shadowing and thus potential costs and gains during navigational tasks. By evaluating its potential to generate and expend power, a robot can extend its lifetime and accomplishments. The primary tasks studied are coverage patterns, with a variety of plans developed for this research. The use of sun, terrain and temporal information also enables new capabilities of identifying and following sun-synchronous and sun-seeking paths. Digital elevation maps are combined with an ephemeris algorithm to calculate the altitude and azimuth of the sun from surface locations, and to identify and map shadows. Solar navigation path simulators use this information to perform searches through two-dimensional space, while considering temporal changes. Step by step simulations of coverage patterns also incorporate time in addition to location. Evaluations of solar and wind power generation, power consumption, area coverage, area overlap, and time are generated for sets of coverage patterns, with on-board environmental information linked to the simulations. This research is implemented on the Nomad robot for the Robotic Antarctic Meteorite Search. Simulators have been developed for coverage pattern tests, as well as for sun-synchronous and sun-seeking path searches. Results of field work and simulations are reported and analyzed, with demonstrated improvements in efficiency, productivity and lifetime of robotic explorers, along with new solar navigation abilities.

  4. Validation of the PASSPORT V2 training environment for arthroscopic skills.

    PubMed

    Stunt, J J; Kerkhoffs, G M M J; Horeman, T; van Dijk, C N; Tuijthof, G J M

    2016-06-01

    Virtual reality simulators used in the education of orthopaedic residents often lack realistic haptic feedback. To solve this, the (Practice Arthroscopic Surgical Skills for Perfect Operative Real-life Treatment) PASSPORT simulator was developed, which was subjected to fundamental changes: improved realism and user interface. The purpose was to demonstrate its face and construct validity. Thirty-one participants were divided into three groups having different levels of arthroscopic experience. Participants answered questions regarding general information and the outer appearance of the simulator for face validity. Construct validity was assessed with one standardized navigation task, which was timed. Face validity, educational value and user-friendliness were determined with two representative exercises and by asking participants to fill out the questionnaire. A value of 7 or greater was considered sufficient. Construct validity was demonstrated between experts and novices. Median task time for the fifth trial was 55 s (range 17-139 s) for the novices, 33 s (range 17-59 s) for the intermediates, and 26 s (range 14-52 s) for the experts. Median task times of three trials were not significantly different between the novices and intermediates, and none of the trials between intermediates and experts. Face validity, educational value and user-friendliness were perceived as sufficient (median >7). The presence of realistic tactile feedback was considered the biggest asset of the simulator. Proper preparation for arthroscopic operations will increase the quality of real-life surgery and patients' safety. The PASSPORT simulator can assist in achieving this, as it showed construct and face validity, and its physical nature offered adequate haptic feedback during training. This indicates that PASSPORT has potential to evolve as a valuable training modality.

  5. Measuring listening effort: driving simulator vs. simple dual-task paradigm

    PubMed Central

    Wu, Yu-Hsiang; Aksan, Nazan; Rizzo, Matthew; Stangl, Elizabeth; Zhang, Xuyang; Bentler, Ruth

    2014-01-01

    Objectives The dual-task paradigm has been widely used to measure listening effort. The primary objectives of the study were to (1) investigate the effect of hearing aid amplification and a hearing aid directional technology on listening effort measured by a complicated, more real world dual-task paradigm, and (2) compare the results obtained with this paradigm to a simpler laboratory-style dual-task paradigm. Design The listening effort of adults with hearing impairment was measured using two dual-task paradigms, wherein participants performed a speech recognition task simultaneously with either a driving task in a simulator or a visual reaction-time task in a sound-treated booth. The speech materials and road noises for the speech recognition task were recorded in a van traveling on the highway in three hearing aid conditions: unaided, aided with omni directional processing (OMNI), and aided with directional processing (DIR). The change in the driving task or the visual reaction-time task performance across the conditions quantified the change in listening effort. Results Compared to the driving-only condition, driving performance declined significantly with the addition of the speech recognition task. Although the speech recognition score was higher in the OMNI and DIR conditions than in the unaided condition, driving performance was similar across these three conditions, suggesting that listening effort was not affected by amplification and directional processing. Results from the simple dual-task paradigm showed a similar trend: hearing aid technologies improved speech recognition performance, but did not affect performance in the visual reaction-time task (i.e., reduce listening effort). The correlation between listening effort measured using the driving paradigm and the visual reaction-time task paradigm was significant. The finding showing that our older (56 to 85 years old) participants’ better speech recognition performance did not result in reduced listening effort was not consistent with literature that evaluated younger (approximately 20 years old), normal hearing adults. Because of this, a follow-up study was conducted. In the follow-up study, the visual reaction-time dual-task experiment using the same speech materials and road noises was repeated on younger adults with normal hearing. Contrary to findings with older participants, the results indicated that the directional technology significantly improved performance in both speech recognition and visual reaction-time tasks. Conclusions Adding a speech listening task to driving undermined driving performance. Hearing aid technologies significantly improved speech recognition while driving, but did not significantly reduce listening effort. Listening effort measured by dual-task experiments using a simulated real-world driving task and a conventional laboratory-style task was generally consistent. For a given listening environment, the benefit of hearing aid technologies on listening effort measured from younger adults with normal hearing may not be fully translated to older listeners with hearing impairment. PMID:25083599

  6. Software Tools For Building Decision-support Models For Flood Emergency Situations

    NASA Astrophysics Data System (ADS)

    Garrote, L.; Molina, M.; Ruiz, J. M.; Mosquera, J. C.

    The SAIDA decision-support system was developed by the Spanish Ministry of the Environment to provide assistance to decision-makers during flood situations. SAIDA has been tentatively implemented in two test basins: Jucar and Guadalhorce, and the Ministry is currently planning to have it implemented in all major Spanish basins in a few years' time. During the development cycle of SAIDA, the need for providing as- sistance to end-users in model definition and calibration was clearly identified. System developers usually emphasise abstraction and generality with the goal of providing a versatile software environment. End users, on the other hand, require concretion and specificity to adapt the general model to their local basins. As decision-support models become more complex, the gap between model developers and users gets wider: Who takes care of model definition, calibration and validation?. Initially, model developers perform these tasks, but the scope is usually limited to a few small test basins. Before the model enters operational stage, end users must get involved in model construction and calibration, in order to gain confidence in the model recommendations. However, getting the users involved in these activities is a difficult task. The goal of this re- search is to develop representation techniques for simulation and management models in order to define, develop and validate a mechanism, supported by a software envi- ronment, oriented to provide assistance to the end-user in building decision models for the prediction and management of river floods in real time. The system is based on three main building blocks: A library of simulators of the physical system, an editor to assist the user in building simulation models, and a machine learning method to calibrate decision models based on the simulation models provided by the user.

  7. Validation of Noncontact Anterior Cruciate Ligament Tears Produced by a Mechanical Impact Simulator Against the Clinical Presentation of Injury.

    PubMed

    Bates, Nathaniel A; Schilaty, Nathan D; Nagelli, Christopher V; Krych, Aaron J; Hewett, Timothy E

    2018-06-01

    Anterior cruciate ligament (ACL) injuries are catastrophic events that affect athletic careers and lead to long-term degenerative knee changes. As injuries are believed to occur within the first 50 milliseconds after initial contact during a rapid deceleration task, impact simulators that rapidly deliver impulse loads to cadaveric specimens have been developed. However, no impactor has reproducibly and reliably created ACL injures in a distribution that mimics clinical observation. To better understand ACL injury patterns through a cadaveric investigation that applied in vivo-measured external loads to the knee during simulated landings. Controlled laboratory study. A novel mechanical impact simulator reproduced kinetics from in vivo-recorded drop landing tasks on 45 cadaveric knees. Specimens were exposed to a randomized order of variable knee abduction moment, anterior tibial shear, and internal tibial rotation loads before the introduction of an impulse load at the foot. This process was repeated until a hard or soft tissue injury was induced on the joint. Injuries were assessed by an orthopaedic surgeon, and ligament strain was recorded by implanted strain gauges. The mechanical impact simulator induced ACL injuries in 87% of specimens, with medial collateral ligament (MCL) injuries in 31%. ACL tear locations were 71% femoral side, 21% midsubstance, and 9% tibial side. Peak strain before failure for ACL-injured specimens was 15.3% ± 8.7% for the ACL and 5.1% ± 5.6% for the MCL ( P < .001). The ACL injuries induced by the mechanical impact simulator in the present study have provided clinically relevant in vitro representations of in vivo ACL injury patterns as cited in the literature. Additionally, current ligament strains corroborate the literature to support disproportionate loading of the ACL relative to the MCL during athletic tasks. These findings indicate that the mechanical impact simulator is an appropriate model for examining independent mechanical variables, treatment techniques, and preventive interventions during athletic tasks leading up to and including an ACL injury. Accordingly, this system can be utilized to further parse out contributing factors to an ACL injury as well as assess the shortcomings of ACL reconstruction techniques in a dynamic, simulated environment that is better representative of in vivo injury scenarios.

  8. Coupling internal cerebellar models enhances online adaptation and supports offline consolidation in sensorimotor tasks

    PubMed Central

    Passot, Jean-Baptiste; Luque, Niceto R.; Arleo, Angelo

    2013-01-01

    The cerebellum is thought to mediate sensorimotor adaptation through the acquisition of internal models of the body-environment interaction. These representations can be of two types, identified as forward and inverse models. The first predicts the sensory consequences of actions, while the second provides the correct commands to achieve desired state transitions. In this paper, we propose a composite architecture consisting of multiple cerebellar internal models to account for the adaptation performance of humans during sensorimotor learning. The proposed model takes inspiration from the cerebellar microcomplex circuit, and employs spiking neurons to process information. We investigate the intrinsic properties of the cerebellar circuitry subserving efficient adaptation properties, and we assess the complementary contributions of internal representations by simulating our model in a procedural adaptation task. Our simulation results suggest that the coupling of internal models enhances learning performance significantly (compared with independent forward and inverse models), and it allows for the reproduction of human adaptation capabilities. Furthermore, we provide a computational explanation for the performance improvement observed after one night of sleep in a wide range of sensorimotor tasks. We predict that internal model coupling is a necessary condition for the offline consolidation of procedural memories. PMID:23874289

  9. Open control/display system for a telerobotics work station

    NASA Technical Reports Server (NTRS)

    Keslowitz, Saul

    1987-01-01

    A working Advanced Space Cockpit was developed that integrated advanced control and display devices into a state-of-the-art multimicroprocessor hardware configuration, using window graphics and running under an object-oriented, multitasking real-time operating system environment. This Open Control/Display System supports the idea that the operator should be able to interactively monitor, select, control, and display information about many payloads aboard the Space Station using sets of I/O devices with a single, software-reconfigurable workstation. This is done while maintaining system consistency, yet the system is completely open to accept new additions and advances in hardware and software. The Advanced Space Cockpit, linked to Grumman's Hybrid Computing Facility and Large Amplitude Space Simulator (LASS), was used to test the Open Control/Display System via full-scale simulation of the following tasks: telerobotic truss assembly, RCS and thermal bus servicing, CMG changeout, RMS constrained motion and space constructible radiator assembly, HPA coordinated control, and OMV docking and tumbling satellite retrieval. The proposed man-machine interface standard discussed has evolved through many iterations of the tasks, and is based on feedback from NASA and Air Force personnel who performed those tasks in the LASS.

  10. Adaptive quantum computation in changing environments using projective simulation

    NASA Astrophysics Data System (ADS)

    Tiersch, M.; Ganahl, E. J.; Briegel, H. J.

    2015-08-01

    Quantum information processing devices need to be robust and stable against external noise and internal imperfections to ensure correct operation. In a setting of measurement-based quantum computation, we explore how an intelligent agent endowed with a projective simulator can act as controller to adapt measurement directions to an external stray field of unknown magnitude in a fixed direction. We assess the agent’s learning behavior in static and time-varying fields and explore composition strategies in the projective simulator to improve the agent’s performance. We demonstrate the applicability by correcting for stray fields in a measurement-based algorithm for Grover’s search. Thereby, we lay out a path for adaptive controllers based on intelligent agents for quantum information tasks.

  11. Research on Simulation Requirements and Business Architecture of Automated Demand Response in Power Sales Side Market Liberalization

    NASA Astrophysics Data System (ADS)

    Liu, Yiqun; Zhou, Pengcheng; Zeng, Ming; Chen, Songsong

    2018-01-01

    With the gradual reform of the electricity market, the power sale side liberalization has become the focus of attention as the key task of reform. The open power market provides a good environment for DR (Demand Response). It is of great significance to research the simulation requirements and business architecture of ADR (Automatic Demand Response) in power sale side market liberalization. Firstly, this paper analyzes the simulation requirements of ADR. Secondly, it analyzes the influence factors that the business development of ADR from five aspects after power sale side market liberalization. Finally, Based on ADR technology support system, the business architecture of ADR after power sale side market liberalization is constructed.

  12. Adaptive quantum computation in changing environments using projective simulation

    PubMed Central

    Tiersch, M.; Ganahl, E. J.; Briegel, H. J.

    2015-01-01

    Quantum information processing devices need to be robust and stable against external noise and internal imperfections to ensure correct operation. In a setting of measurement-based quantum computation, we explore how an intelligent agent endowed with a projective simulator can act as controller to adapt measurement directions to an external stray field of unknown magnitude in a fixed direction. We assess the agent’s learning behavior in static and time-varying fields and explore composition strategies in the projective simulator to improve the agent’s performance. We demonstrate the applicability by correcting for stray fields in a measurement-based algorithm for Grover’s search. Thereby, we lay out a path for adaptive controllers based on intelligent agents for quantum information tasks. PMID:26260263

  13. Eye Gaze Correlates of Motor Impairment in VR Observation of Motor Actions.

    PubMed

    Alves, J; Vourvopoulos, A; Bernardino, A; Bermúdez I Badia, S

    2016-01-01

    This article is part of the Focus Theme of Methods of Information in Medicine on "Methodologies, Models and Algorithms for Patients Rehabilitation". Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for rehabilitation of stroke patients.

  14. Development of a task-level robot programming and simulation system

    NASA Technical Reports Server (NTRS)

    Liu, H.; Kawamura, K.; Narayanan, S.; Zhang, G.; Franke, H.; Ozkan, M.; Arima, H.; Liu, H.

    1987-01-01

    An ongoing project in developing a Task-Level Robot Programming and Simulation System (TARPS) is discussed. The objective of this approach is to design a generic TARPS that can be used in a variety of applications. Many robotic applications require off-line programming, and a TARPS is very useful in such applications. Task level programming is object centered in that the user specifies tasks to be performed instead of robot paths. Graphics simulation provides greater flexibility and also avoids costly machine setup and possible damage. A TARPS has three major modules: world model, task planner and task simulator. The system architecture, design issues and some preliminary results are given.

  15. Spacecraft Multiple Array Communication System Performance Analysis

    NASA Technical Reports Server (NTRS)

    Hwu, Shian U.; Desilva, Kanishka; Sham, Catherine C.

    2010-01-01

    The Communication Systems Simulation Laboratory (CSSL) at the NASA Johnson Space Center is tasked to perform spacecraft and ground network communication system simulations, design validation, and performance verification. The CSSL has developed simulation tools that model spacecraft communication systems and the space and ground environment in which the tools operate. In this paper, a spacecraft communication system with multiple arrays is simulated. Multiple array combined technique is used to increase the radio frequency coverage and data rate performance. The technique is to achieve phase coherence among the phased arrays to combine the signals at the targeting receiver constructively. There are many technical challenges in spacecraft integration with a high transmit power communication system. The array combining technique can improve the communication system data rate and coverage performances without increasing the system transmit power requirements. Example simulation results indicate significant performance improvement can be achieved with phase coherence implementation.

  16. Simulation for ward processes of surgical care.

    PubMed

    Pucher, Philip H; Darzi, Ara; Aggarwal, Rajesh

    2013-07-01

    The role of simulation in surgical education, initially confined to technical skills and procedural tasks, increasingly includes training nontechnical skills including communication, crisis management, and teamwork. Research suggests that many preventable adverse events can be attributed to nontechnical error occurring within a ward context. Ward rounds represent the primary point of interaction between patient and physician but take place without formalized training or assessment. The simulated ward should provide an environment in which processes of perioperative care can be performed safely and realistically, allowing multidisciplinary assessment and training of full ward rounds. We review existing literature and describe our experience in setting up our ward simulator. We examine the facilities, equipment, cost, and personnel required for establishing a surgical ward simulator and consider the scenario development, assessment, and feedback tools necessary to integrate it into a surgical curriculum. Copyright © 2013 Elsevier Inc. All rights reserved.

  17. Is a dark virtual environment scary?

    PubMed

    Toet, Alexander; van Welie, Marloes; Houtkamp, Joske

    2009-08-01

    This study investigated the effects of nighttime lighting conditions and stress on the affective appraisal of a virtual environment (VE). The effective application of VEs in emotionally intense simulations requires precise control over their characteristics that affect the user's emotions and behavior. It is known that humans have an innate fear of darkness, which increases after exposure to stress and extrapolates to ecologically valid (immersive) VEs. This study investigated if the simulated level of illumination determines the affective appraisal of a VE, particularly after stress. Participants explored either a daytime or a nighttime version of a VE, after performing either an acute psychosocial stress task (Trier Social Stress Test, or TSST) or a relaxing control task. The affective qualities of the VE were appraised through the Russel and Pratt semantic questionnaire on the valence and arousal dimensions. Distress was assessed through free salivary cortisol, the state self-report scale from the Spielberger State-Trait Anxiety Inventory (STAI), and heart rate. In addition, memory for scenic details was tested through a yes-no recognition test. Free salivary cortisol levels, heart rates, and scores on the STAI all indicate that participants who were subjected to the stress task indeed showed signs of distress, whereas participants in the control group showed no signs of stress. The results of the semantic questionnaire and the recognition test showed no significant overall effect of time-of-day conditions on the affective appraisal of the VE or on the recognition of its details, even after prior stress. The experiences of users exploring the VE were not affected by the simulated lighting conditions, even after acute prior stress. Thus, lowering the illumination level in a desktop VE is not sufficient to elicit anxiety. Hence, desktop VE representations are different from immersive VE representations in this respect. This finding has implications for desktop VE representations that are deployed for serious gaming and training purposes.

  18. A Method for Functional Task Alignment Analysis of an Arthrocentesis Simulator.

    PubMed

    Adams, Reid A; Gilbert, Gregory E; Buckley, Lisa A; Nino Fong, Rodolfo; Fuentealba, I Carmen; Little, Erika L

    2018-05-16

    During simulation-based education, simulators are subjected to procedures composed of a variety of tasks and processes. Simulators should functionally represent a patient in response to the physical action of these tasks. The aim of this work was to describe a method for determining whether a simulator does or does not have sufficient functional task alignment (FTA) to be used in a simulation. Potential performance checklist items were gathered from published arthrocentesis guidelines and aggregated into a performance checklist using Lawshe's method. An expert panel used this performance checklist and an FTA analysis questionnaire to evaluate a simulator's ability to respond to the physical actions required by the performance checklist. Thirteen items, from a pool of 39, were included on the performance checklist. Experts had mixed reviews of the simulator's FTA and its suitability for use in simulation. Unexpectedly, some positive FTA was found for several tasks where the simulator lacked functionality. By developing a detailed list of specific tasks required to complete a clinical procedure, and surveying experts on the simulator's response to those actions, educators can gain insight into the simulator's clinical accuracy and suitability. Unexpected of positive FTA ratings of function deficits suggest that further revision of the survey method is required.

  19. A Comparison of Two Methods Used for Ranking Task Exposure Levels Using Simulated Multi-Task Data

    DTIC Science & Technology

    1999-12-17

    OF OKLAHOMA HEALTH SCIENCES CENTER GRADUATE COLLEGE A COMPARISON OF TWO METHODS USED FOR RANKING TASK EXPOSURE LEVELS USING SIMULATED MULTI-TASK...COSTANTINO Oklahoma City, Oklahoma 1999 ^ooo wx °^ A COMPARISON OF TWO METHODS USED FOR RANKING TASK EXPOSURE LEVELS USING SIMULATED MULTI-TASK DATA... METHODS AND MATERIALS 9 TV. RESULTS 14 V. DISCUSSION AND CONCLUSION 28 LIST OF REFERENCES 31 APPENDICES 33 Appendix A JJ -in Appendix B Dl IV

  20. Using spatialized sound cues in an auditorily rich environment

    NASA Astrophysics Data System (ADS)

    Brock, Derek; Ballas, James A.; Stroup, Janet L.; McClimens, Brian

    2004-05-01

    Previous Navy research has demonstrated that spatialized sound cues in an otherwise quiet setting are useful for directing attention and improving performance by 16.8% or more in the decision component of a complex dual-task. To examine whether the benefits of this technique are undermined in the presence of additional, unrelated sounds, a background recording of operations in a Navy command center and a voice communications response task [Bolia et al., J. Acoust. Soc. Am. 107, 1065-1066 (2000)] were used to simulate the conditions of an auditorily rich military environment. Without the benefit of spatialized sound cues, performance in the presence of this extraneous auditory information, as measured by decision response times, was an average of 13.6% worse than baseline performance in an earlier study. Performance improved when the cues were present by an average of 18.3%, but this improvement remained below the improvement observed in the baseline study by an average of 11.5%. It is concluded that while the two types of extraneous sound information used in this study degrade performance in the decision task, there is no interaction with the relative performance benefit provided by the use of spatialized auditory cues. [Work supported by ONR.

  1. Simulation of networks of spiking neurons: A review of tools and strategies

    PubMed Central

    Brette, Romain; Rudolph, Michelle; Carnevale, Ted; Hines, Michael; Beeman, David; Bower, James M.; Diesmann, Markus; Morrison, Abigail; Goodman, Philip H.; Harris, Frederick C.; Zirpe, Milind; Natschläger, Thomas; Pecevski, Dejan; Ermentrout, Bard; Djurfeldt, Mikael; Lansner, Anders; Rochel, Olivier; Vieville, Thierry; Muller, Eilif; Davison, Andrew P.; El Boustani, Sami

    2009-01-01

    We review different aspects of the simulation of spiking neural networks. We start by reviewing the different types of simulation strategies and algorithms that are currently implemented. We next review the precision of those simulation strategies, in particular in cases where plasticity depends on the exact timing of the spikes. We overview different simulators and simulation environments presently available (restricted to those freely available, open source and documented). For each simulation tool, its advantages and pitfalls are reviewed, with an aim to allow the reader to identify which simulator is appropriate for a given task. Finally, we provide a series of benchmark simulations of different types of networks of spiking neurons, including Hodgkin–Huxley type, integrate-and-fire models, interacting with current-based or conductance-based synapses, using clock-driven or event-driven integration strategies. The same set of models are implemented on the different simulators, and the codes are made available. The ultimate goal of this review is to provide a resource to facilitate identifying the appropriate integration strategy and simulation tool to use for a given modeling problem related to spiking neural networks. PMID:17629781

  2. Human factors optimization of virtual environment attributes for a space telerobotic control station

    NASA Astrophysics Data System (ADS)

    Lane, Jason Corde

    2000-10-01

    Remote control of underwater vehicles and other robotic systems has, up until now, proved to be a challenging task for the human operator. With technology advancements in computers and displays, computer interfaces can be used to alleviate the workload on the operator. This research introduces the concept of a commanded display, which is a graphical simulation that shows the commands sent to the actual system in real-time. The primary goal of this research was to show a commanded display as an alternative to the traditional predictive display for reducing the effects of time delay. Several experiments were used to investigate how subjects compensated for time delay under a variety of conditions while controlling a 7-degree of freedom robotic manipulator. Results indicate that time delay increased completion time linearly; this linear relationship occurred even at different manipulator speeds, varying levels of error, and when using a commanded display. The commanded display alleviated the majority of time delay effects, up to 91% reduction. The commanded display also facilitated more accurate control, reducing the number of inadvertent impacts to the task worksite, even when compared to no time delay. Even with a moderate error between the commanded and actual displays, the commanded display was still a useful tool for mitigating time delay. The way subjects controlled the manipulator with the input device was tracked and their control strategies were extracted. A correlation between the subjects' use of the input device and their task completion time was determined. The importance of stereo vision and head tracking was examined and shown to improve a subject's depth perception within a virtual environment. Reports of simulator sickness induced by display equipment, including a head mounted display and LCD shutter glasses, were compared. The results of the above testing were used to develop an effective virtual environment control station to control a multi-arm robot.

  3. Manual and automatic control of surface effect ships. [operator steering servomechanisms analysis

    NASA Technical Reports Server (NTRS)

    Clement, W. F.; Shanahan, J. J.; Allen, R. W.

    1975-01-01

    A recent investigation of crew performance in the motion environment of a large generic high speed surface effect ship by means of a motion base simulation addressed some of the helmsman's control task with an external forward visual field of the seascape and navigation and steering displays in the pilot house. In addition to the primary steering control task, a subcritical speed tracking task provided a secondary surrogate for trimming the water speed of the craft. The results of helsmen's steering describing function measurements are presented, and some suggestions for their interpretation are offered. The likely steering loop closures comprise heading and lateral displacement for the course keeping task investigated. Also discussed is the manner in which these loop closures were implemented for automatic steering of the surface effect ship. Regardless of the influence of workload, steering technique, water speed and sea state, the helmsmen apparently adopted a disturbance regulation bandwidth of about 0.2 rad/sec for lateral displacement.

  4. Simulation for the training of human performance and technical skills: the intersection of how we will train health care professionals in the future.

    PubMed

    Hamman, William R; Beaubien, Jeffrey M; Beaudin-Seiler, Beth M

    2009-12-01

    The aims of this research are to begin to understand health care teams in their operational environment, establish metrics of performance for these teams, and validate a series of scenarios in simulation that elicit team and technical skills. The focus is on defining the team model that will function in the operational environment in which health care professionals work. Simulations were performed across the United States in 70- to 1000-bed hospitals. Multidisciplinary health care teams analyzed more than 300 hours of videos of health care professionals performing simulations of team-based medical care in several different disciplines. Raters were trained to enhance inter-rater reliability. The study validated event sets that trigger team dynamics and established metrics for team-based care. Team skills were identified and modified using simulation scenarios that employed the event-set-design process. Specific skills (technical and team) were identified by criticality measurement and task analysis methodology. In situ simulation, which includes a purposeful and Socratic Method of debriefing, is a powerful intervention that can overcome inertia found in clinician behavior and latent environmental systems that present a challenge to quality and patient safety. In situ simulation can increase awareness of risks, personalize the risks, and encourage the reflection, effort, and attention needed to make changes to both behaviors and to systems.

  5. In-vehicle group activity modeling and simulation in sensor-based virtual environment

    NASA Astrophysics Data System (ADS)

    Shirkhodaie, Amir; Telagamsetti, Durga; Poshtyar, Azin; Chan, Alex; Hu, Shuowen

    2016-05-01

    Human group activity recognition is a very complex and challenging task, especially for Partially Observable Group Activities (POGA) that occur in confined spaces with limited visual observability and often under severe occultation. In this paper, we present IRIS Virtual Environment Simulation Model (VESM) for the modeling and simulation of dynamic POGA. More specifically, we address sensor-based modeling and simulation of a specific category of POGA, called In-Vehicle Group Activities (IVGA). In VESM, human-alike animated characters, called humanoids, are employed to simulate complex in-vehicle group activities within the confined space of a modeled vehicle. Each articulated humanoid is kinematically modeled with comparable physical attributes and appearances that are linkable to its human counterpart. Each humanoid exhibits harmonious full-body motion - simulating human-like gestures and postures, facial impressions, and hands motions for coordinated dexterity. VESM facilitates the creation of interactive scenarios consisting of multiple humanoids with different personalities and intentions, which are capable of performing complicated human activities within the confined space inside a typical vehicle. In this paper, we demonstrate the efficiency and effectiveness of VESM in terms of its capabilities to seamlessly generate time-synchronized, multi-source, and correlated imagery datasets of IVGA, which are useful for the training and testing of multi-source full-motion video processing and annotation. Furthermore, we demonstrate full-motion video processing of such simulated scenarios under different operational contextual constraints.

  6. From Usability Testing to Clinical Simulations: Bringing Context into the Design and Evaluation of Usable and Safe Health Information Technologies. Contribution of the IMIA Human Factors Engineering for Healthcare Informatics Working Group.

    PubMed

    Kushniruk, A; Nohr, C; Jensen, S; Borycki, E M

    2013-01-01

    The objective of this paper is to explore human factors approaches to understanding the use of health information technology (HIT) by extending usability engineering approaches to include analysis of the impact of clinical context through use of clinical simulations. Methods discussed are considered on a continuum from traditional laboratory-based usability testing to clinical simulations. Clinical simulations can be conducted in a simulation laboratory and they can also be conducted in real-world settings. The clinical simulation approach attempts to bring the dimension of clinical context into stronger focus. This involves testing of systems with representative users doing representative tasks, in representative settings/environments. Application of methods where realistic clinical scenarios are used to drive the study of users interacting with systems under realistic conditions and settings can lead to identification of problems and issues with systems that may not be detected using traditional usability engineering methods. In conducting such studies, careful consideration is needed in creating ecologically valid test scenarios. The evidence obtained from such evaluation can be used to improve both the usability and safety of HIT. In addition, recent work has shown that clinical simulations, in particular those conducted in-situ, can lead to considerable benefits when compared to the costs of running such studies. In order to bring context of use into the testing of HIT, clinical simulation, involving observing representative users carrying out tasks in representative settings, holds considerable promise.

  7. Fighter pilots' heart rate, heart rate variation and performance during instrument approaches.

    PubMed

    Mansikka, Heikki; Simola, Petteri; Virtanen, Kai; Harris, Don; Oksama, Lauri

    2016-10-01

    Fighter pilots' heart rate (HR), heart rate variation (HRV) and performance during instrument approaches were examined. The subjects were required to fly instrument approaches in a high-fidelity simulator under various levels of task demand. The task demand was manipulated by increasing the load on the subjects by reducing the range at which they commenced the approach. HR and the time domain components of HRV were used as measures of pilot mental workload (PMWL). The findings of this study indicate that HR and HRV are sensitive to varying task demands. HR and HRV were able to distinguish the level of PMWL after which the subjects were no longer able to cope with the increasing task demands and their instrument landing system performance fell to a sub-standard level. The major finding was the HR/HRV's ability to differentiate the sub-standard performance approaches from the high-performance approaches. Practitioner Summary: This paper examined if HR and HRV were sensitive to varying task demands in a fighter aviation environment and if these measures were related to variations in pilot's performance.

  8. Cooperating Expert Systems For Space Station Power Distribution Management

    NASA Astrophysics Data System (ADS)

    Nguyen, T. A.; Chiou, W. C.

    1987-02-01

    In a complex system such as the manned Space Station, it is deem necessary that many expert systems must perform tasks in a concurrent and cooperative manner. An important question arise is: what cooperative-task-performing models are appropriate for multiple expert systems to jointly perform tasks. The solution to this question will provide a crucial automation design criteria for the Space Station complex systems architecture. Based on a client/server model for performing tasks, we have developed a system that acts as a front-end to support loosely-coupled communications between expert systems running on multiple Symbolics machines. As an example, we use two ART*-based expert systems to demonstrate the concept of parallel symbolic manipulation for power distribution management and dynamic load planner/scheduler in the simulated Space Station environment. This on-going work will also explore other cooperative-task-performing models as alternatives which can evaluate inter and intra expert system communication mechanisms. It will be served as a testbed and a bench-marking tool for other Space Station expert subsystem communication and information exchange.

  9. Adapting a Driving Simulator to Study Pedestrians' Street-Crossing Decisions: A Feasibility Study.

    PubMed

    Jäger, M; Nyffeler, T; Müri, R; Mosimann, U P; Nef, T

    2015-01-01

    The decision when to cross a street safely is a challenging task that poses high demands on perception and cognition. Both can be affected by normal aging, neurodegenerative disorder, and brain injury, and there is an increasing interest in studying street-crossing decisions. In this article, we describe how driving simulators can be modified to study pedestrians' street-crossing decisions. The driving simulator's projection system and the virtual driving environment were used to present street-crossing scenarios to the participants. New sensors were added to measure when the test person starts to cross the street. Outcome measures were feasibility, usability, task performance, and visual exploration behavior, and were measured in 15 younger persons, 15 older persons, and 5 post-stroke patients. The experiments showed that the test is feasible and usable, and the selected difficulty level was appropriate. Significant differences in the number of crashes between young participants and patients (p = .001) as well as between healthy older participants and patients (p = .003) were found. When the approaching vehicle's speed is high, significant differences between younger and older participants were found as well (p = .038). Overall, the new test setup was well accepted, and we demonstrated that driving simulators can be used to study pedestrians' street-crossing decisions.

  10. Using APEX to Model Anticipated Human Error: Analysis of a GPS Navigational Aid

    NASA Technical Reports Server (NTRS)

    VanSelst, Mark; Freed, Michael; Shefto, Michael (Technical Monitor)

    1997-01-01

    The interface development process can be dramatically improved by predicting design facilitated human error at an early stage in the design process. The approach we advocate is to SIMULATE the behavior of a human agent carrying out tasks with a well-specified user interface, ANALYZE the simulation for instances of human error, and then REFINE the interface or protocol to minimize predicted error. This approach, incorporated into the APEX modeling architecture, differs from past approaches to human simulation in Its emphasis on error rather than e.g. learning rate or speed of response. The APEX model consists of two major components: (1) a powerful action selection component capable of simulating behavior in complex, multiple-task environments; and (2) a resource architecture which constrains cognitive, perceptual, and motor capabilities to within empirically demonstrated limits. The model mimics human errors arising from interactions between limited human resources and elements of the computer interface whose design falls to anticipate those limits. We analyze the design of a hand-held Global Positioning System (GPS) device used for radical and navigational decisions in small yacht recalls. The analysis demonstrates how human system modeling can be an effective design aid, helping to accelerate the process of refining a product (or procedure).

  11. Monte Carlo Simulation Tool Installation and Operation Guide

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Aguayo Navarrete, Estanislao; Ankney, Austin S.; Berguson, Timothy J.

    2013-09-02

    This document provides information on software and procedures for Monte Carlo simulations based on the Geant4 toolkit, the ROOT data analysis software and the CRY cosmic ray library. These tools have been chosen for its application to shield design and activation studies as part of the simulation task for the Majorana Collaboration. This document includes instructions for installation, operation and modification of the simulation code in a high cyber-security computing environment, such as the Pacific Northwest National Laboratory network. It is intended as a living document, and will be periodically updated. It is a starting point for information collection bymore » an experimenter, and is not the definitive source. Users should consult with one of the authors for guidance on how to find the most current information for their needs.« less

  12. Evolving locomotion for a 12-DOF quadruped robot in simulated environments.

    PubMed

    Klaus, Gordon; Glette, Kyrre; Høvin, Mats

    2013-05-01

    We demonstrate the power of evolutionary robotics (ER) by comparing to a more traditional approach its performance and cost on the task of simulated robot locomotion. A novel quadruped robot is introduced, the legs of which - each having three non-coplanar degrees of freedom - are very maneuverable. Using a simplistic control architecture and a physics simulation of the robot, gaits are designed both by hand and using a highly parallel evolutionary algorithm (EA). It is found that the EA produces, in a small fraction of the time that takes to design by hand, gaits that travel at two to four times the speed of the hand-designed one. The flexibility of this approach is demonstrated by applying it across a range of differently configured simulators. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  13. Real-time tracking of objects for a KC-135 microgravity experiment

    NASA Technical Reports Server (NTRS)

    Littlefield, Mark L.

    1994-01-01

    The design of a visual tracking system for use on the Extra-Vehicular Activity Helper/Retriever (EVAHR) is discussed. EVAHR is an autonomous robot designed to perform numerous tasks in an orbital microgravity environment. Since the ability to grasp a freely translating and rotating object is vital to the robot's mission, the EVAHR must analyze range image generated by the primary sensor. This allows EVAHR to locate and focus its sensors so that an accurate set of object poses can be determined and a grasp strategy planned. To test the visual tracking system being developed, a mathematical simulation was used to model the space station environment and maintain dynamics on the EVAHR and any other free floating objects. A second phase of the investigation consists of a series of experiments carried out aboard a KC-135 aircraft flying a parabolic trajectory to simulate microgravity.

  14. Parallel programming with Easy Java Simulations

    NASA Astrophysics Data System (ADS)

    Esquembre, F.; Christian, W.; Belloni, M.

    2018-01-01

    Nearly all of today's processors are multicore, and ideally programming and algorithm development utilizing the entire processor should be introduced early in the computational physics curriculum. Parallel programming is often not introduced because it requires a new programming environment and uses constructs that are unfamiliar to many teachers. We describe how we decrease the barrier to parallel programming by using a java-based programming environment to treat problems in the usual undergraduate curriculum. We use the easy java simulations programming and authoring tool to create the program's graphical user interface together with objects based on those developed by Kaminsky [Building Parallel Programs (Course Technology, Boston, 2010)] to handle common parallel programming tasks. Shared-memory parallel implementations of physics problems, such as time evolution of the Schrödinger equation, are available as source code and as ready-to-run programs from the AAPT-ComPADRE digital library.

  15. Adaptive integration of habits into depth-limited planning defines a habitual-goal–directed spectrum

    PubMed Central

    Keramati, Mehdi; Smittenaar, Peter; Dolan, Raymond J.; Dayan, Peter

    2016-01-01

    Behavioral and neural evidence reveal a prospective goal-directed decision process that relies on mental simulation of the environment, and a retrospective habitual process that caches returns previously garnered from available choices. Artificial systems combine the two by simulating the environment up to some depth and then exploiting habitual values as proxies for consequences that may arise in the further future. Using a three-step task, we provide evidence that human subjects use such a normative plan-until-habit strategy, implying a spectrum of approaches that interpolates between habitual and goal-directed responding. We found that increasing time pressure led to shallower goal-directed planning, suggesting that a speed-accuracy tradeoff controls the depth of planning with deeper search leading to more accurate evaluation, at the cost of slower decision-making. We conclude that subjects integrate habit-based cached values directly into goal-directed evaluations in a normative manner. PMID:27791110

  16. Operator procedure verification with a rapidly reconfigurable simulator

    NASA Technical Reports Server (NTRS)

    Iwasaki, Yumi; Engelmore, Robert; Fehr, Gary; Fikes, Richard

    1994-01-01

    Generating and testing procedures for controlling spacecraft subsystems composed of electro-mechanical and computationally realized elements has become a very difficult task. Before a spacecraft can be flown, mission controllers must envision a great variety of situations the flight crew may encounter during a mission and carefully construct procedures for operating the spacecraft in each possible situation. If, despite extensive pre-compilation of control procedures, an unforeseen situation arises during a mission, the mission controller must generate a new procedure for the flight crew in a limited amount of time. In such situations, the mission controller cannot systematically consider and test alternative procedures against models of the system being controlled, because the available simulator is too large and complex to reconfigure, run, and analyze quickly. A rapidly reconfigurable simulation environment that can execute a control procedure and show its effects on system behavior would greatly facilitate generation and testing of control procedures both before and during a mission. The How Things Work project at Stanford University has developed a system called DME (Device Modeling Environment) for modeling and simulating the behavior of electromechanical devices. DME was designed to facilitate model formulation and behavior simulation of device behavior including both continuous and discrete phenomena. We are currently extending DME for use in testing operator procedures, and we have built a knowledge base for modeling the Reaction Control System (RCS) of the space shuttle as a testbed. We believe that DME can facilitate design of operator procedures by providing mission controllers with a simulation environment that meets all these requirements.

  17. Can We Study Autonomous Driving Comfort in Moving-Base Driving Simulators? A Validation Study.

    PubMed

    Bellem, Hanna; Klüver, Malte; Schrauf, Michael; Schöner, Hans-Peter; Hecht, Heiko; Krems, Josef F

    2017-05-01

    To lay the basis of studying autonomous driving comfort using driving simulators, we assessed the behavioral validity of two moving-base simulator configurations by contrasting them with a test-track setting. With increasing level of automation, driving comfort becomes increasingly important. Simulators provide a safe environment to study perceived comfort in autonomous driving. To date, however, no studies were conducted in relation to comfort in autonomous driving to determine the extent to which results from simulator studies can be transferred to on-road driving conditions. Participants ( N = 72) experienced six differently parameterized lane-change and deceleration maneuvers and subsequently rated the comfort of each scenario. One group of participants experienced the maneuvers on a test-track setting, whereas two other groups experienced them in one of two moving-base simulator configurations. We could demonstrate relative and absolute validity for one of the two simulator configurations. Subsequent analyses revealed that the validity of the simulator highly depends on the parameterization of the motion system. Moving-base simulation can be a useful research tool to study driving comfort in autonomous vehicles. However, our results point at a preference for subunity scaling factors for both lateral and longitudinal motion cues, which might be explained by an underestimation of speed in virtual environments. In line with previous studies, we recommend lateral- and longitudinal-motion scaling factors of approximately 50% to 60% in order to obtain valid results for both active and passive driving tasks.

  18. Integrated consensus-based frameworks for unmanned vehicle routing and targeting assignment

    NASA Astrophysics Data System (ADS)

    Barnawi, Waleed T.

    Unmanned aerial vehicles (UAVs) are increasingly deployed in complex and dynamic environments to perform multiple tasks cooperatively with other UAVs that contribute to overarching mission effectiveness. Studies by the Department of Defense (DoD) indicate future operations may include anti-access/area-denial (A2AD) environments which limit human teleoperator decision-making and control. This research addresses the problem of decentralized vehicle re-routing and task reassignments through consensus-based UAV decision-making. An Integrated Consensus-Based Framework (ICF) is formulated as a solution to the combined single task assignment problem and vehicle routing problem. The multiple assignment and vehicle routing problem is solved with the Integrated Consensus-Based Bundle Framework (ICBF). The frameworks are hierarchically decomposed into two levels. The bottom layer utilizes the renowned Dijkstra's Algorithm. The top layer addresses task assignment with two methods. The single assignment approach is called the Caravan Auction Algorithm (CarA) Algorithm. This technique extends the Consensus-Based Auction Algorithm (CBAA) to provide awareness for task completion by agents and adopt abandoned tasks. The multiple assignment approach called the Caravan Auction Bundle Algorithm (CarAB) extends the Consensus-Based Bundle Algorithm (CBBA) by providing awareness for lost resources, prioritizing remaining tasks, and adopting abandoned tasks. Research questions are investigated regarding the novelty and performance of the proposed frameworks. Conclusions regarding the research questions will be provided through hypothesis testing. Monte Carlo simulations will provide evidence to support conclusions regarding the research hypotheses for the proposed frameworks. The approach provided in this research addresses current and future military operations for unmanned aerial vehicles. However, the general framework implied by the proposed research is adaptable to any unmanned vehicle. Civil applications that involve missions where human observability would be limited could benefit from the independent UAV task assignment, such as exploration and fire surveillance are also notable uses for this approach.

  19. Simulation verification techniques study

    NASA Technical Reports Server (NTRS)

    Schoonmaker, P. B.; Wenglinski, T. H.

    1975-01-01

    Results are summarized of the simulation verification techniques study which consisted of two tasks: to develop techniques for simulator hardware checkout and to develop techniques for simulation performance verification (validation). The hardware verification task involved definition of simulation hardware (hardware units and integrated simulator configurations), survey of current hardware self-test techniques, and definition of hardware and software techniques for checkout of simulator subsystems. The performance verification task included definition of simulation performance parameters (and critical performance parameters), definition of methods for establishing standards of performance (sources of reference data or validation), and definition of methods for validating performance. Both major tasks included definition of verification software and assessment of verification data base impact. An annotated bibliography of all documents generated during this study is provided.

  20. Construct validation of a novel hybrid surgical simulator.

    PubMed

    Broe, D; Ridgway, P F; Johnson, S; Tierney, S; Conlon, K C

    2006-06-01

    Simulated minimal access surgery has improved recently as both a learning and assessment tool. The construct validation of a novel simulator, ProMis, is described for use by residents in training. ProMis is a surgical simulator that can design tasks in both virtual and actual reality. A pilot group of surgical residents ranging from novice to expert completed three standardized tasks: orientation, dissection, and basic suturing. The tasks were tested for construct validity. Two experienced surgeons examined the recorded tasks in a blinded fashion using an objective structured assessment of technical skills format (OSATS: task-specific checklist and global rating score) as well as metrics delivered by the simulator. The findings showed excellent interrater reliability (Cronbach's alpha of 0.88 for the checklist and 0.93 for the global rating). The median scores in the experience groups were statistically different in both the global rating and the task-specific checklists (p < 0.05). The scores for the orientation task alone did not reach significance (p = 0.1), suggesting that modification is required before ProMis could be used in isolation as an assessment tool. The three simulated tasks in combination are construct valid for differentiating experience levels among surgeons in training. This hybrid simulator has potential added benefits of marrying the virtual with actual, and of combining simple box traits and advanced virtual reality simulation.

  1. Time-based self-spacing techniques using cockpit display of traffic information during approach to landing in a terminal area vectoring environment

    NASA Technical Reports Server (NTRS)

    Williams, D. H.

    1983-01-01

    A simulation study was undertaken to evaluate two time-based self-spacing techniques for in-trail following during terminal area approach. An electronic traffic display was provided in the weather radarscope location. The displayed self-spacing cues allowed the simulated aircraft to follow and to maintain spacing on another aircraft which was being vectored by air traffic control (ATC) for landing in a high-density terminal area. Separation performance data indicate the information provided on the traffic display was adequate for the test subjects to accurately follow the approach path of another aircraft without the assistance of ATC. The time-based technique with a constant-delay spacing criterion produced the most satisfactory spacing performance. Pilot comments indicate the workload associated with the self-separation task was very high and that additional spacing command information and/or aircraft autopilot functions would be desirable for operational implementational of the self-spacing task.

  2. Theoretical neutron damage calculations in industrial robotic manipulators used for non-destructive imaging applications

    DOE PAGES

    Hashem, Joseph; Schneider, Erich; Pryor, Mitch; ...

    2017-01-01

    Our paper describes how to use MCNP to evaluate the rate of material damage in a robot incurred by exposure to a neutron flux. The example used in this work is that of a robotic manipulator installed in a high intensity, fast, and collimated neutron radiography beam port at the University of Texas at Austin's TRIGA Mark II research reactor. Our effort includes taking robotic technologies and using them to automate non-destructive imaging tasks in nuclear facilities where the robotic manipulator acts as the motion control system for neutron imaging tasks. Simulated radiation tests are used to analyze the radiationmore » damage to the robot. Once the neutron damage is calculated using MCNP, several possible shielding materials are analyzed to determine the most effective way of minimizing the neutron damage. Furthermore, neutron damage predictions provide users the means to simulate geometrical and material changes, thus saving time, money, and energy in determining the optimal setup for a robotic system installed in a radiation environment.« less

  3. Attention control learning in the decision space using state estimation

    NASA Astrophysics Data System (ADS)

    Gharaee, Zahra; Fatehi, Alireza; Mirian, Maryam S.; Nili Ahmadabadi, Majid

    2016-05-01

    The main goal of this paper is modelling attention while using it in efficient path planning of mobile robots. The key challenge in concurrently aiming these two goals is how to make an optimal, or near-optimal, decision in spite of time and processing power limitations, which inherently exist in a typical multi-sensor real-world robotic application. To efficiently recognise the environment under these two limitations, attention of an intelligent agent is controlled by employing the reinforcement learning framework. We propose an estimation method using estimated mixture-of-experts task and attention learning in perceptual space. An agent learns how to employ its sensory resources, and when to stop observing, by estimating its perceptual space. In this paper, static estimation of the state space in a learning task problem, which is examined in the WebotsTM simulator, is performed. Simulation results show that a robot learns how to achieve an optimal policy with a controlled cost by estimating the state space instead of continually updating sensory information.

  4. Maintain and Regain Well Clear: Maneuver Guidance Designs for Pilots Performing the Detect-and-Avoid Task

    NASA Technical Reports Server (NTRS)

    Monk, Kevin J.; Roberts, Zachary

    2017-01-01

    In order to support the future expansion and integration of Unmanned Aircraft Systems (UAS), ongoing research efforts have sought to produce findings that inform the minimum display information elements required for acceptable UAS pilot response times and traffic avoidance. Previous simulations have revealed performance benefits associated with DAA displays containing predictive information and suggestive maneuver guidance tools in the form of banding. The present study investigated the impact of various maneuver guidance display configurations on detect-and-avoid (DAA) task performance in a simulated airspace environment. UAS pilots ability to maintain DAA well clear was compared between displays with either the presence or absence of green DAA bands, which indicated conflict-free flight regions. Additional display comparisons assessed pilots ability to regain DAA well clear with two different guidance presentations designed to aid in DAA well clear recovery during critical encounters. Performance implications and display considerations for future UAS DAA systems are discussed.

  5. Theoretical neutron damage calculations in industrial robotic manipulators used for non-destructive imaging applications

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hashem, Joseph; Schneider, Erich; Pryor, Mitch

    Our paper describes how to use MCNP to evaluate the rate of material damage in a robot incurred by exposure to a neutron flux. The example used in this work is that of a robotic manipulator installed in a high intensity, fast, and collimated neutron radiography beam port at the University of Texas at Austin's TRIGA Mark II research reactor. Our effort includes taking robotic technologies and using them to automate non-destructive imaging tasks in nuclear facilities where the robotic manipulator acts as the motion control system for neutron imaging tasks. Simulated radiation tests are used to analyze the radiationmore » damage to the robot. Once the neutron damage is calculated using MCNP, several possible shielding materials are analyzed to determine the most effective way of minimizing the neutron damage. Furthermore, neutron damage predictions provide users the means to simulate geometrical and material changes, thus saving time, money, and energy in determining the optimal setup for a robotic system installed in a radiation environment.« less

  6. ATTDES: An Expert System for Satellite Attitude Determination and Control. 2

    NASA Technical Reports Server (NTRS)

    Mackison, Donald L.; Gifford, Kevin

    1996-01-01

    The design, analysis, and flight operations of satellite attitude determintion and attitude control systems require extensive mathematical formulations, optimization studies, and computer simulation. This is best done by an analyst with extensive education and experience. The development of programs such as ATTDES permit the use of advanced techniques by those with less experience. Typical tasks include the mission analysis to select stabilization and damping schemes, attitude determination sensors and algorithms, and control system designs to meet program requirements. ATTDES is a system that includes all of these activities, including high fidelity orbit environment models that can be used for preliminary analysis, parameter selection, stabilization schemes, the development of estimators covariance analyses, and optimization, and can support ongoing orbit activities. The modification of existing simulations to model new configurations for these purposes can be an expensive, time consuming activity that becomes a pacing item in the development and operation of such new systems. The use of an integrated tool such as ATTDES significantly reduces the effort and time required for these tasks.

  7. Project Fog Drops 5. Task 1: A numerical model of advection fog. Task 2: Recommendations for simplified individual zero-gravity cloud physics experiments

    NASA Technical Reports Server (NTRS)

    Rogers, C. W.; Eadie, W. J.; Katz, U.; Kocmond, W. C.

    1975-01-01

    A two-dimensional numerical model was used to investigate the formation of marine advection fog. The model predicts the evolution of potential temperature, horizontal wind, water vapor content, and liquid water content in a vertical cross section of the atmosphere as determined by vertical turbulent transfer and horizontal advection, as well as radiative cooling and drop sedimentation. The model is designed to simulate the formation, development, or dissipation of advection fog in response to transfer of heat and moisture between the atmosphere and the surface as driven by advection over horizontal discontinuities in the surface temperature. Results from numerical simulations of advection fog formation are discussed with reference to observations of marine fog. A survey of candidate fog or cloud microphysics experiments which might be performed in the low gravity environment of a shuttle-type spacecraft in presented. Recommendations are given for relatively simple experiments which are relevent to fog modification problems.

  8. Development of the TARGET Training Effectiveness Tool and Underlying Algorithms Specifying Training Method - Performance Outcome Relationships

    DTIC Science & Technology

    2014-05-01

    hand and right hand on the piano, or strumming and chording on the guitar . Perceptual This skill category involves detecting and interpreting sensory...measured as the percent correct, # correct, accumulated points, task/test scoring correct action/timing/performance. This also includes quality rating by...competition and scoring , as well as constraints, privileges and penalties. Simulation-Based The primary delivery environment is an interactive synthetic

  9. Height effects in real and virtual environments.

    PubMed

    Simeonov, Peter I; Hsiao, Hongwei; Dotson, Brian W; Ammons, Douglas E

    2005-01-01

    The study compared human perceptions of height, danger, and anxiety, as well as skin conductance and heart rate responses and postural instability effects, in real and virtual height environments. The 24 participants (12 men, 12 women), whose average age was 23.6 years, performed "lean-over-the-railing" and standing tasks on real and comparable virtual balconies, using a surround-screen virtual reality (SSVR) system. The results indicate that the virtual display of elevation provided realistic perceptual experience and induced some physiological responses and postural instability effects comparable to those found in a real environment. It appears that a simulation of elevated work environment in a SSVR system, although with reduced visual fidelity, is a valid tool for safety research. Potential applications of this study include the design of virtual environments that will help in safe evaluation of human performance at elevation, identification of risk factors leading to fall incidents, and assessment of new fall prevention strategies.

  10. SeaTouch: A Haptic and Auditory Maritime Environment for Non Visual Cognitive Mapping of Blind Sailors

    NASA Astrophysics Data System (ADS)

    Simonnet, Mathieu; Jacobson, Dan; Vieilledent, Stephane; Tisseau, Jacques

    Navigating consists of coordinating egocentric and allocentric spatial frames of reference. Virtual environments have afforded researchers in the spatial community with tools to investigate the learning of space. The issue of the transfer between virtual and real situations is not trivial. A central question is the role of frames of reference in mediating spatial knowledge transfer to external surroundings, as is the effect of different sensory modalities accessed in simulated and real worlds. This challenges the capacity of blind people to use virtual reality to explore a scene without graphics. The present experiment involves a haptic and auditory maritime virtual environment. In triangulation tasks, we measure systematic errors and preliminary results show an ability to learn configurational knowledge and to navigate through it without vision. Subjects appeared to take advantage of getting lost in an egocentric “haptic” view in the virtual environment to improve performances in the real environment.

  11. Intelligent computer-aided training authoring environment

    NASA Technical Reports Server (NTRS)

    Way, Robert D.

    1994-01-01

    Although there has been much research into intelligent tutoring systems (ITS), there are few authoring systems available that support ITS metaphors. Instructional developers are generally obliged to use tools designed for creating on-line books. We are currently developing an authoring environment derived from NASA's research on intelligent computer-aided training (ICAT). The ICAT metaphor, currently in use at NASA has proven effective in disciplines from satellite deployment to high school physics. This technique provides a personal trainer (PT) who instructs the student using a simulated work environment (SWE). The PT acts as a tutor, providing individualized instruction and assistance to each student. Teaching in an SWE allows the student to learn tasks by doing them, rather than by reading about them. This authoring environment will expedite ICAT development by providing a tool set that guides the trainer modeling process. Additionally, this environment provides a vehicle for distributing NASA's ICAT technology to the private sector.

  12. Notes From the Field: Secondary Task Precision for Cognitive Load Estimation During Virtual Reality Surgical Simulation Training.

    PubMed

    Rasmussen, Sebastian R; Konge, Lars; Mikkelsen, Peter T; Sørensen, Mads S; Andersen, Steven A W

    2016-03-01

    Cognitive load (CL) theory suggests that working memory can be overloaded in complex learning tasks such as surgical technical skills training, which can impair learning. Valid and feasible methods for estimating the CL in specific learning contexts are necessary before the efficacy of CL-lowering instructional interventions can be established. This study aims to explore secondary task precision for the estimation of CL in virtual reality (VR) surgical simulation and also investigate the effects of CL-modifying factors such as simulator-integrated tutoring and repeated practice. Twenty-four participants were randomized for visual assistance by a simulator-integrated tutor function during the first 5 of 12 repeated mastoidectomy procedures on a VR temporal bone simulator. Secondary task precision was found to be significantly lower during simulation compared with nonsimulation baseline, p < .001. Contrary to expectations, simulator-integrated tutoring and repeated practice did not have an impact on secondary task precision. This finding suggests that even though considerable changes in CL are reflected in secondary task precision, it lacks sensitivity. In contrast, secondary task reaction time could be more sensitive, but requires substantial postprocessing of data. Therefore, future studies on the effect of CL modifying interventions should weigh the pros and cons of the various secondary task measurements. © The Author(s) 2015.

  13. Low Resolution Picture Transmission (LRPT) Demonstration System

    NASA Technical Reports Server (NTRS)

    Fong, Wai; Yeh, Pen-Shu; Sank, Victor; Nyugen, Xuan; Xia, Wei; Duran, Steve; Day, John H. (Technical Monitor)

    2002-01-01

    Low-Resolution Picture Transmission (LRPT) is a proposed standard for direct broadcast transmission of satellite weather images. This standard is a joint effort by the European Organization for the Exploitation of Meteorological Satellites (EUMETSAT) and the National Oceanic Atmospheric Administration (NOAA). As a digital transmission scheme, its purpose is to replace the current analog Automatic Picture Transmission (APT) system for use in the Meteorological Operational (METOP) satellites. Goddard Space Flight Center has been tasked to build an LRPT Demonstration System (LDS). It's main objective is to develop or demonstrate the feasibility of a low-cost receiver utilizing a Personal Computer (PC) as the primary processing component and determine the performance of the protocol in the simulated Radio Frequency (RF) environment. The approach would consist of two phases. In the phase 1, a Commercial-off-the-Shelf (COTS) Modulator-Demodulator (MODEM) board that would perform RF demodulation would be purchased allowing the Central Processing Unit (CPU) to perform the Consultative Committee for Space Data Systems (CCSDS) protocol processing. Also since the weather images are compressed the PC would perform the decompression. Phase 1 was successfully demonstrated on December 1997. Phase 2 consists of developing a high-fidelity receiver, transmitter and environment simulator. Its goal is to find out how the METOP Specification performs in a simulated noise environment in a cost-effective receiver. The approach would be to produce a receiver using as much software as possible to perform front-end processing to take advantage of the latest high-speed PCs. Thus the COTS MODEM used in Phase 1 is performing RF demodulation along with data acquisition providing data to the receiving software. Also, environment simulator is produced using the noise patterns generated by Institute for Telecommunications Sciences (ITS) from their noise environment study.

  14. Analysis of Regolith Simulant Ejecta Distributions from Normal Incident Hypervelocity Impact

    NASA Technical Reports Server (NTRS)

    Edwards, David L.; Cooke, William; Suggs, Rob; Moser, Danielle E.

    2008-01-01

    The National Aeronautics and Space Administration (NASA) has established the Constellation Program. The Constellation Program has defined one of its many goals as long-term lunar habitation. Critical to the design of a lunar habitat is an understanding of the lunar surface environment; of specific importance is the primary meteoroid and subsequent ejecta environment. The document, NASA SP-8013 'Meteoroid Environment Model Near Earth to Lunar Surface', was developed for the Apollo program in 1969 and contains the latest definition of the lunar ejecta environment. There is concern that NASA SP-8013 may over-estimate the lunar ejecta environment. NASA's Meteoroid Environment Office (MEO) has initiated several tasks to improve the accuracy of our understanding of the lunar surface ejecta environment. This paper reports the results of experiments on projectile impact into powdered pumice and unconsolidated JSC-1A Lunar Mare Regolith simulant targets. Projectiles were accelerated to velocities between 2.45 and 5.18 km/s at normal incidence using the Ames Vertical Gun Range (AVGR). The ejected particles were detected by thin aluminum foil targets strategically placed around the impact site and angular ejecta distributions were determined. Assumptions were made to support the analysis which include; assuming ejecta spherical symmetry resulting from normal impact and all ejecta particles were of mean target particle size. This analysis produces a hemispherical flux density distribution of ejecta with sufficient velocity to penetrate the aluminum foil detectors.

  15. Research on safety evaluation model for in-vehicle secondary task driving.

    PubMed

    Jin, Lisheng; Xian, Huacai; Niu, Qingning; Bie, Jing

    2015-08-01

    This paper presents a new method for evaluating in-vehicle secondary task driving safety. There are five in-vehicle distracter tasks: tuning the radio to a local station, touching the touch-screen telephone menu to a certain song, talking with laboratory assistant, answering a telephone via Bluetooth headset, and finding the navigation system from Ipad4 computer. Forty young drivers completed the driving experiment on a driving simulator. Measures of fixations, saccades, and blinks are collected and analyzed. Based on the measures of driver eye movements which have significant difference between the baseline and secondary task driving conditions, the evaluation index system is built. The Analytic Network Process (ANP) theory is applied for determining the importance weight of the evaluation index in a fuzzy environment. On the basis of the importance weight of the evaluation index, Fuzzy Comprehensive Evaluation (FCE) method is utilized to evaluate the secondary task driving safety. Results show that driving with secondary tasks greatly distracts the driver's attention from road and the evaluation model built in this study could estimate driving safety effectively under different driving conditions. Crown Copyright © 2014. Published by Elsevier Ltd. All rights reserved.

  16. Driving and Multitasking: The Good, the Bad, and the Dangerous.

    PubMed

    Nijboer, Menno; Borst, Jelmer P; van Rijn, Hedderik; Taatgen, Niels A

    2016-01-01

    Previous research has shown that multitasking can have a positive or a negative influence on driving performance. The aim of this study was to determine how the interaction between driving circumstances and cognitive requirements of secondary tasks affect a driver's ability to control a car. We created a driving simulator paradigm where participants had to perform one of two scenarios: one with no traffic in the driver's lane, and one with substantial traffic in both lanes, some of which had to be overtaken. Four different secondary task conditions were combined with these driving scenarios. In both driving scenarios, using a tablet resulted in the worst, most dangerous, performance, while passively listening to the radio or answering questions for a radio quiz led to the best driving performance. Interestingly, driving as a single task did not produce better performance than driving in combination with one of the radio tasks, and even tended to be slightly worse. These results suggest that drivers switch to internally focused secondary tasks when nothing else is available during monotonous or repetitive driving environments. This mind wandering potentially has a stronger interference effect with driving than non-visual secondary tasks.

  17. Driving and Multitasking: The Good, the Bad, and the Dangerous

    PubMed Central

    Nijboer, Menno; Borst, Jelmer P.; van Rijn, Hedderik; Taatgen, Niels A.

    2016-01-01

    Previous research has shown that multitasking can have a positive or a negative influence on driving performance. The aim of this study was to determine how the interaction between driving circumstances and cognitive requirements of secondary tasks affect a driver's ability to control a car. We created a driving simulator paradigm where participants had to perform one of two scenarios: one with no traffic in the driver's lane, and one with substantial traffic in both lanes, some of which had to be overtaken. Four different secondary task conditions were combined with these driving scenarios. In both driving scenarios, using a tablet resulted in the worst, most dangerous, performance, while passively listening to the radio or answering questions for a radio quiz led to the best driving performance. Interestingly, driving as a single task did not produce better performance than driving in combination with one of the radio tasks, and even tended to be slightly worse. These results suggest that drivers switch to internally focused secondary tasks when nothing else is available during monotonous or repetitive driving environments. This mind wandering potentially has a stronger interference effect with driving than non-visual secondary tasks. PMID:27877147

  18. Interventional radiology virtual simulator for liver biopsy.

    PubMed

    Villard, P F; Vidal, F P; ap Cenydd, L; Holbrey, R; Pisharody, S; Johnson, S; Bulpitt, A; John, N W; Bello, F; Gould, D

    2014-03-01

    Training in Interventional Radiology currently uses the apprenticeship model, where clinical and technical skills of invasive procedures are learnt during practice in patients. This apprenticeship training method is increasingly limited by regulatory restrictions on working hours, concerns over patient risk through trainees' inexperience and the variable exposure to case mix and emergencies during training. To address this, we have developed a computer-based simulation of visceral needle puncture procedures. A real-time framework has been built that includes: segmentation, physically based modelling, haptics rendering, pseudo-ultrasound generation and the concept of a physical mannequin. It is the result of a close collaboration between different universities, involving computer scientists, clinicians, clinical engineers and occupational psychologists. The technical implementation of the framework is a robust and real-time simulation environment combining a physical platform and an immersive computerized virtual environment. The face, content and construct validation have been previously assessed, showing the reliability and effectiveness of this framework, as well as its potential for teaching visceral needle puncture. A simulator for ultrasound-guided liver biopsy has been developed. It includes functionalities and metrics extracted from cognitive task analysis. This framework can be useful during training, particularly given the known difficulties in gaining significant practice of core skills in patients.

  19. Parametric investigation of scalable tactile sensors

    NASA Astrophysics Data System (ADS)

    Saadatzi, Mohammad Nasser; Yang, Zhong; Baptist, Joshua R.; Sahasrabuddhe, Ritvij R.; Wijayasinghe, Indika B.; Popa, Dan O.

    2017-05-01

    In the near future, robots and humans will share the same environment and perform tasks cooperatively. For intuitive, safe, and reliable physical human-robot interaction (pHRI), sensorized robot skins for tactile measurements of contact are necessary. In a previous study, we presented skins consisting of strain gauge arrays encased in silicone encapsulants. Although these structures could measure normal forces applied directly onto the sensing elements, they also exhibited blind spots and response asymmetry to certain loading patterns. This study presents a parametric investigation of piezoresistive polymeric strain gauge that exhibits a symmetric omniaxial response thanks to its novel star-shaped structure. This strain gauge relies on the use of gold micro-patterned star-shaped structures with a thin layer of PEDOT:PSS which is a flexible polymer with piezoresistive properties. In this paper, the sensor is first modeled and comprehensively analyzed in the finite-element simulation environment COMSOL. Simulations include stress-strain loading for a variety of structure parameters such as gauge lengths, widths, and spacing, as well as multiple load locations relative to the gauge. Subsequently, sensors with optimized configurations obtained through simulations were fabricated using cleanroom photolithographic and spin-coating processes, and then experimentally tested. Results show a trend-wise agreement between experiments and simulations.

  20. Fused Reality for Enhanced Flight Test Capabilities

    NASA Technical Reports Server (NTRS)

    Bachelder, Ed; Klyde, David

    2011-01-01

    The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.

  1. Sensor-scheduling simulation of disparate sensors for Space Situational Awareness

    NASA Astrophysics Data System (ADS)

    Hobson, T.; Clarkson, I.

    2011-09-01

    The art and science of space situational awareness (SSA) has been practised and developed from the time of Sputnik. However, recent developments, such as the accelerating pace of satellite launch, the proliferation of launch capable agencies, both commercial and sovereign, and recent well-publicised collisions involving man-made space objects, has further magnified the importance of timely and accurate SSA. The United States Strategic Command (USSTRATCOM) operates the Space Surveillance Network (SSN), a global network of sensors tasked with maintaining SSA. The rapidly increasing number of resident space objects will require commensurate improvements in the SSN. Sensors are scarce resources that must be scheduled judiciously to obtain measurements of maximum utility. Improvements in sensor scheduling and fusion, can serve to reduce the number of additional sensors that may be required. Recently, Hill et al. [1] have proposed and developed a simulation environment named TASMAN (Tasking Autonomous Sensors in a Multiple Application Network) to enable testing of alternative scheduling strategies within a simulated multi-sensor, multi-target environment. TASMAN simulates a high-fidelity, hardware-in-the-loop system by running multiple machines with different roles in parallel. At present, TASMAN is limited to simulations involving electro-optic sensors. Its high fidelity is at once a feature and a limitation, since supercomputing is required to run simulations of appreciable scale. In this paper, we describe an alternative, modular and scalable SSA simulation system that can extend the work of Hill et al with reduced complexity, albeit also with reduced fidelity. The tool has been developed in MATLAB and therefore can be run on a very wide range of computing platforms. It can also make use of MATLAB’s parallel processing capabilities to obtain considerable speed-up. The speed and flexibility so obtained can be used to quickly test scheduling algorithms even with a relatively large number of space objects. We further describe an application of the tool by exploring how the relative mixture of electro-optical and radar sensors can impact the scheduling, fusion and achievable accuracy of an SSA system. By varying the mixture of sensor types, we are able to characterise the main advantages and disadvantages of each configuration.

  2. Announcement/Subscription/Publication: Message Based Communication for Heterogeneous Mobile Environments

    NASA Astrophysics Data System (ADS)

    Ristau, Henry

    Many tasks in smart environments can be implemented using message based communication paradigms that decouple applications in time, space, synchronization and semantics. Current solutions for decoupled message based communication either do not support message processing and thus semantic decoupling or rely on clearly defined network structures. In this paper we present ASP, a novel concept for such communication that can directly operate on neighbor relations between brokers and does not rely on a homogeneous addressing scheme or anymore than simple link layer communication. We show by simulation that ASP performs well in a heterogeneous scenario with mobile nodes and decreases network or processor load significantly compared to message flooding.

  3. Symbiotic Navigation in Multi-Robot Systems with Remote Obstacle Knowledge Sharing

    PubMed Central

    Ravankar, Abhijeet; Ravankar, Ankit A.; Kobayashi, Yukinori; Emaru, Takanori

    2017-01-01

    Large scale operational areas often require multiple service robots for coverage and task parallelism. In such scenarios, each robot keeps its individual map of the environment and serves specific areas of the map at different times. We propose a knowledge sharing mechanism for multiple robots in which one robot can inform other robots about the changes in map, like path blockage, or new static obstacles, encountered at specific areas of the map. This symbiotic information sharing allows the robots to update remote areas of the map without having to explicitly navigate those areas, and plan efficient paths. A node representation of paths is presented for seamless sharing of blocked path information. The transience of obstacles is modeled to track obstacles which might have been removed. A lazy information update scheme is presented in which only relevant information affecting the current task is updated for efficiency. The advantages of the proposed method for path planning are discussed against traditional method with experimental results in both simulation and real environments. PMID:28678193

  4. Secure Scientific Applications Scheduling Technique for Cloud Computing Environment Using Global League Championship Algorithm

    PubMed Central

    Abdulhamid, Shafi’i Muhammad; Abd Latiff, Muhammad Shafie; Abdul-Salaam, Gaddafi; Hussain Madni, Syed Hamid

    2016-01-01

    Cloud computing system is a huge cluster of interconnected servers residing in a datacenter and dynamically provisioned to clients on-demand via a front-end interface. Scientific applications scheduling in the cloud computing environment is identified as NP-hard problem due to the dynamic nature of heterogeneous resources. Recently, a number of metaheuristics optimization schemes have been applied to address the challenges of applications scheduling in the cloud system, without much emphasis on the issue of secure global scheduling. In this paper, scientific applications scheduling techniques using the Global League Championship Algorithm (GBLCA) optimization technique is first presented for global task scheduling in the cloud environment. The experiment is carried out using CloudSim simulator. The experimental results show that, the proposed GBLCA technique produced remarkable performance improvement rate on the makespan that ranges between 14.44% to 46.41%. It also shows significant reduction in the time taken to securely schedule applications as parametrically measured in terms of the response time. In view of the experimental results, the proposed technique provides better-quality scheduling solution that is suitable for scientific applications task execution in the Cloud Computing environment than the MinMin, MaxMin, Genetic Algorithm (GA) and Ant Colony Optimization (ACO) scheduling techniques. PMID:27384239

  5. Secure Scientific Applications Scheduling Technique for Cloud Computing Environment Using Global League Championship Algorithm.

    PubMed

    Abdulhamid, Shafi'i Muhammad; Abd Latiff, Muhammad Shafie; Abdul-Salaam, Gaddafi; Hussain Madni, Syed Hamid

    2016-01-01

    Cloud computing system is a huge cluster of interconnected servers residing in a datacenter and dynamically provisioned to clients on-demand via a front-end interface. Scientific applications scheduling in the cloud computing environment is identified as NP-hard problem due to the dynamic nature of heterogeneous resources. Recently, a number of metaheuristics optimization schemes have been applied to address the challenges of applications scheduling in the cloud system, without much emphasis on the issue of secure global scheduling. In this paper, scientific applications scheduling techniques using the Global League Championship Algorithm (GBLCA) optimization technique is first presented for global task scheduling in the cloud environment. The experiment is carried out using CloudSim simulator. The experimental results show that, the proposed GBLCA technique produced remarkable performance improvement rate on the makespan that ranges between 14.44% to 46.41%. It also shows significant reduction in the time taken to securely schedule applications as parametrically measured in terms of the response time. In view of the experimental results, the proposed technique provides better-quality scheduling solution that is suitable for scientific applications task execution in the Cloud Computing environment than the MinMin, MaxMin, Genetic Algorithm (GA) and Ant Colony Optimization (ACO) scheduling techniques.

  6. Realistic Radio Communications in Pilot Simulator Training

    NASA Technical Reports Server (NTRS)

    Burki-Cohen, Judith; Kendra, Andrew J.; Kanki, Barbara G.; Lee, Alfred T.

    2000-01-01

    Simulators used for total training and evaluation of airline pilots must satisfy stringent criteria in order to assure their adequacy for training and checking maneuvers. Air traffic control and company radio communications simulation, however, may still be left to role-play by the already taxed instructor/evaluators in spite of their central importance in every aspect of the flight environment. The underlying premise of this research is that providing a realistic radio communications environment would increase safety by enhancing pilot training and evaluation. This report summarizes the first-year efforts of assessing the requirement and feasibility of simulating radio communications automatically. A review of the training and crew resource/task management literature showed both practical and theoretical support for the need for realistic radio communications simulation. A survey of 29 instructor/evaluators from 14 airlines revealed that radio communications are mainly role-played by the instructor/evaluators. This increases instructor/evaluators' own workload while unrealistically lowering pilot communications load compared to actual operations, with a concomitant loss in training/evaluation effectiveness. A technology review searching for an automated means of providing radio communications to and from aircraft with minimal human effort showed that while promising, the technology is still immature. Further research and the need for establishing a proof-of-concept are also discussed.

  7. Flight Tasks and Metrics to Evaluate Laser Eye Protection in Flight Simulators

    DTIC Science & Technology

    2017-07-07

    AFRL-RH-FS-TR-2017-0026 Flight Tasks and Metrics to Evaluate Laser Eye Protection in Flight Simulators Thomas K. Kuyk Peter A. Smith Solangia...34Flight Tasks and Metrics to Evaluate Laser Eye Protection in Flight Simulators" (AFRL-RH-FS-TR- 2017 - 0026 SHORTER.PATRI CK.D.1023156390 Digitally...SUBTITLE Flight Tasks and Metrics to Evaluate Laser Eye Protection in Flight Simulators 5a. CONTRACT NUMBER FA8650-14-D-6519 5b. GRANT NUMBER 5c

  8. Instrumenting free-swimming dolphins echolocating in open water.

    PubMed

    Martin, Stephen W; Phillips, Michael; Bauer, Eric J; Moore, Patrick W; Houser, Dorian S

    2005-04-01

    Dolphins within the Navy Marine Mammal Program use echolocation to effectively locate underwater mines. They currently outperform manmade systems at similar tasks, particularly in cluttered environments and on buried targets. In hopes of improving manmade mine-hunting sonar systems, two instrumentation packages were developed to monitor free-swimming dolphin motion and echolocation during open-water target detection tasks. The biosonar measurement tool (BMT) is carried by a dolphin and monitors underwater position and attitude while simultaneously recording echolocation clicks and returning echoes through high-gain binaural receivers. The instrumented mine simulator (IMS) is a modified bottom target that monitors echolocation signals arriving at the target during ensonification. Dolphin subjects were trained to carry the BMT in open-bay bottom-object target searches in which the IMS could serve as a bottom object. The instrumentation provides detailed data that reveal hereto-unavailable information on the search strategies of free-swimming dolphins conducting open-water, bottom-object search tasks with echolocation.

  9. Instrumenting free-swimming dolphins echolocating in open water

    NASA Astrophysics Data System (ADS)

    Martin, Stephen W.; Phillips, Michael; Bauer, Eric J.; Moore, Patrick W.; Houser, Dorian S.

    2005-04-01

    Dolphins within the Navy Marine Mammal Program use echolocation to effectively locate underwater mines. They currently outperform manmade systems at similar tasks, particularly in cluttered environments and on buried targets. In hopes of improving manmade mine-hunting sonar systems, two instrumentation packages were developed to monitor free-swimming dolphin motion and echolocation during open-water target detection tasks. The biosonar measurement tool (BMT) is carried by a dolphin and monitors underwater position and attitude while simultaneously recording echolocation clicks and returning echoes through high-gain binaural receivers. The instrumented mine simulator (IMS) is a modified bottom target that monitors echolocation signals arriving at the target during ensonification. Dolphin subjects were trained to carry the BMT in open-bay bottom-object target searches in which the IMS could serve as a bottom object. The instrumentation provides detailed data that reveal hereto-unavailable information on the search strategies of free-swimming dolphins conducting open-water, bottom-object search tasks with echolocation. .

  10. Space engineering

    NASA Technical Reports Server (NTRS)

    Alexander, Harold L.

    1991-01-01

    Human productivity was studied for extravehicular tasks performed in microgravity, particularly including in-space assembly of truss structures and other large objects. Human factors research probed the anthropometric constraints imposed on microgravity task performance and the associated workstation design requirements. Anthropometric experiments included reach envelope tests conducted using the 3-D Acoustic Positioning System (3DAPS), which permitted measuring the range of reach possible for persons using foot restraints in neutral buoyancy, both with and without space suits. Much neutral buoyancy research was conducted using the support of water to simulate the weightlessness environment of space. It became clear over time that the anticipated EVA requirement associated with the Space Station and with in-space construction of interplanetary probes would heavily burden astronauts, and remotely operated robots (teleoperators) were increasingly considered to absorb the workload. Experience in human EVA productivity led naturally to teleoperation research into the remote performance of tasks through human controlled robots.

  11. Virtual action and real action have different impacts on comprehension of concrete verbs

    PubMed Central

    Repetto, Claudia; Cipresso, Pietro; Riva, Giuseppe

    2015-01-01

    In the last decade, many results have been reported supporting the hypothesis that language has an embodied nature. According to this theory, the sensorimotor system is involved in linguistic processes such as semantic comprehension. One of the cognitive processes emerging from the interplay between action and language is motor simulation. The aim of the present study is to deepen the knowledge about the simulation of action verbs during comprehension in a virtual reality setting. We compared two experimental conditions with different motor tasks: one in which the participants ran in a virtual world by moving the joypad knob with their left hand (virtual action performed with their feet plus real action performed with the hand) and one in which they only watched a video of runners and executed an attentional task by moving the joypad knob with their left hand (no virtual action plus real action performed with the hand). In both conditions, participants had to perform a concomitant go/no-go semantic task, in which they were asked to press a button (with their right hand) when presented with a sentence containing a concrete verb, and to refrain from providing a response when the verb was abstract. Action verbs described actions performed with hand, foot, or mouth. We recorded electromyography (EMG) latencies to measure reaction times of the linguistic task. We wanted to test if the simulation occurs, whether it is triggered by the virtual or the real action, and which effect it produces (facilitation or interference). Results underlined that those who virtually ran in the environment were faster in understanding foot-action verbs; no simulation effect was found for the real action. The present findings are discussed in the light of the embodied language framework, and a hypothesis is provided that integrates our results with those in literature. PMID:25759678

  12. Supervisory control of mobile sensor networks: math formulation, simulation, and implementation.

    PubMed

    Giordano, Vincenzo; Ballal, Prasanna; Lewis, Frank; Turchiano, Biagio; Zhang, Jing Bing

    2006-08-01

    This paper uses a novel discrete-event controller (DEC) for the coordination of cooperating heterogeneous wireless sensor networks (WSNs) containing both unattended ground sensors (UGSs) and mobile sensor robots. The DEC sequences the most suitable tasks for each agent and assigns sensor resources according to the current perception of the environment. A matrix formulation makes this DEC particularly useful for WSN, where missions change and sensor agents may be added or may fail. WSN have peculiarities that complicate their supervisory control. Therefore, this paper introduces several new tools for DEC design and operation, including methods for generating the required supervisory matrices based on mission planning, methods for modifying the matrices in the event of failed nodes, or nodes entering the network, and a novel dynamic priority assignment weighting approach for selecting the most appropriate and useful sensors for a given mission task. The resulting DEC represents a complete dynamical description of the WSN system, which allows a fast programming of deployable WSN, a computer simulation analysis, and an efficient implementation. The DEC is actually implemented on an experimental wireless-sensor-network prototyping system. Both simulation and experimental results are presented to show the effectiveness and versatility of the developed control architecture.

  13. The effects of simulated fog and motion on simulator sickness in a driving simulator and the duration of after-effects.

    PubMed

    Dziuda, Lukasz; Biernacki, Marcin P; Baran, Paulina M; Truszczyński, Olaf E

    2014-05-01

    In the study, we checked: 1) how the simulator test conditions affect the severity of simulator sickness symptoms; 2) how the severity of simulator sickness symptoms changes over time; and 3) whether the conditions of the simulator test affect the severity of these symptoms in different ways, depending on the time that has elapsed since the performance of the task in the simulator. We studied 12 men aged 24-33 years (M = 28.8, SD = 3.26) using a truck simulator. The SSQ questionnaire was used to assess the severity of the symptoms of simulator sickness. Each of the subjects performed three 30-minute tasks running along the same route in a driving simulator. Each of these tasks was carried out in a different simulator configuration: A) fixed base platform with poor visibility; B) fixed base platform with good visibility; and C) motion base platform with good visibility. The measurement of the severity of the simulator sickness symptoms took place in five consecutive intervals. The results of the analysis showed that the simulator test conditions affect in different ways the severity of the simulator sickness symptoms, depending on the time which has elapsed since performing the task on the simulator. The simulator sickness symptoms persisted at the highest level for the test conditions involving the motion base platform. Also, when performing the tasks on the motion base platform, the severity of the simulator sickness symptoms varied depending on the time that had elapsed since performing the task. Specifically, the addition of motion to the simulation increased the oculomotor and disorientation symptoms reported as well as the duration of the after-effects. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  14. [Team training and assessment in mixed reality-based simulated operating room : Current state of research in the field of simulation in spine surgery exemplified by the ATMEOS project].

    PubMed

    Stefan, P; Pfandler, M; Wucherer, P; Habert, S; Fürmetz, J; Weidert, S; Euler, E; Eck, U; Lazarovici, M; Weigl, M; Navab, N

    2018-04-01

    Surgical simulators are being increasingly used as an attractive alternative to clinical training in addition to conventional animal models and human specimens. Typically, surgical simulation technology is designed for the purpose of teaching technical surgical skills (so-called task trainers). Simulator training in surgery is therefore in general limited to the individual training of the surgeon and disregards the participation of the rest of the surgical team. The objective of the project Assessment and Training of Medical Experts based on Objective Standards (ATMEOS) is to develop an immersive simulated operating room environment that enables the training and assessment of multidisciplinary surgical teams under various conditions. Using a mixed reality approach, a synthetic patient model, real surgical instruments and radiation-free virtual X‑ray imaging are combined into a simulation of spinal surgery. In previous research studies, the concept was evaluated in terms of realism, plausibility and immersiveness. In the current research, assessment measurements for technical and non-technical skills are developed and evaluated. The aim is to observe multidisciplinary surgical teams in the simulated operating room during minimally invasive spinal surgery and objectively assess the performance of the individual team members and the entire team. Moreover, the effectiveness of training methods and surgical techniques or success critical factors, e. g. management of crisis situations, can be captured and objectively assessed in the controlled environment.

  15. Peer interactions of normal and attention-deficit-disordered boys during free-play, cooperative task, and simulated classroom situations.

    PubMed

    Cunningham, C E; Siegel, L S

    1987-06-01

    Groups of 30 ADD-H boys and 90 normal boys were divided into 30 mixed dyads composed of a normal and an ADD-H boy, and 30 normal dyads composed of 2 normal boys. Dyads were videotaped interacting in 15-minute free-play, 15-minute cooperative task, and 15-minute simulated classroom settings. Mixed dyads engaged in more controlling interaction than normal dyads in both free-play and simulated classroom settings. In the simulated classroom, mixed dyads completed fewer math problems and were less compliant with the commands of peers. ADD-H children spent less simulated classroom time on task and scored lower on drawing tasks than normal peers. Older dyads proved less controlling, more compliant with peer commands, more inclined to play and work independently, less active, and more likely to remain on task during the cooperative task and simulated classroom settings. Results suggest that the ADD-H child prompts a more controlling, less cooperative pattern of responses from normal peers.

  16. Multiphysics Object Oriented Simulation Environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    The Multiphysics Object Oriented Simulation Environment (MOOSE) software library developed at Idaho National Laboratory is a tool. MOOSE, like other tools, doesn't actually complete a task. Instead, MOOSE seeks to reduce the effort required to create engineering simulation applications. MOOSE itself is a software library: a blank canvas upon which you write equations and then MOOSE can help you solve them. MOOSE is comparable to a spreadsheet application. A spreadsheet, by itself, doesn't do anything. Only once equations are entered into it will a spreadsheet application compute anything. Such is the same for MOOSE. An engineer or scientist can utilizemore » the equation solvers within MOOSE to solve equations related to their area of study. For instance, a geomechanical scientist can input equations related to water flow in underground reservoirs and MOOSE can solve those equations to give the scientist an idea of how water could move over time. An engineer might input equations related to the forces in steel beams in order to understand the load bearing capacity of a bridge. Because MOOSE is a blank canvas it can be useful in many scientific and engineering pursuits.« less

  17. Effective teamwork and communication mitigate task saturation in simulated critical care air transport team missions.

    PubMed

    Davis, Bradley; Welch, Katherine; Walsh-Hart, Sharon; Hanseman, Dennis; Petro, Michael; Gerlach, Travis; Dorlac, Warren; Collins, Jocelyn; Pritts, Timothy

    2014-08-01

    Critical Care Air Transport Teams (CCATTs) are a critical component of the United States Air Force evacuation paradigm. This study was conducted to assess the incidence of task saturation in simulated CCATT missions and to determine if there are predictable performance domains. Sixteen CCATTs were studied over a 6-month period. Performance was scored using a tool assessing eight domains of performance. Teams were also assessed during critical events to determine the presence or absence of task saturation and its impact on patient care. Sixteen simulated missions were reviewed and 45 crisis events identified. Task saturation was present in 22/45 (49%) of crisis events. Scoring demonstrated that task saturation was associated with poor performance in teamwork (odds ratio [OR] = 1.96), communication (OR = 2.08), and mutual performance monitoring (OR = 1.9), but not maintenance of guidelines, task management, procedural skill, and equipment management. We analyzed the effect of task saturation on adverse patient outcomes during crisis events. Adverse outcomes occurred more often when teams were task saturated as compared to non-task-saturated teams (91% vs. 23%; RR 4.1, p < 0.0001). Task saturation is observed in simulated CCATT missions. Nontechnical skills correlate with task saturation. Task saturation is associated with worsening physiologic derangements in simulated patients. Reprint & Copyright © 2014 Association of Military Surgeons of the U.S.

  18. Routing Protocols to Minimize the Number of Route Disconnections for Communication in Mobile Ad Hoc Networks

    DTIC Science & Technology

    2009-09-01

    Wireless Sensor Network (WSN) Simulator Research Personnel: Dr. Ali Abu-El Humos Task No. Task Current Status 1 Literature review and problem definition...networks.com/ [2] S. Dulman, P. Havinga, "A Simulation Template for Wireless Sensor Networks ," Supplement of the Sixth International Symposium on Autonomous... Sensor Network (WSN) Simulator 76 I Breakdown of the Research Activity to Tasks 76 II Description of the Tasks 76 Task 1 Literature Review and

  19. Measuring Pilot Workload in a Moving-base Simulator. Part 2: Building Levels of Workload

    NASA Technical Reports Server (NTRS)

    Kantowitz, B. H.; Hart, S. G.; Bortolussi, M. R.; Shively, R. J.; Kantowitz, S. C.

    1984-01-01

    Pilot behavior in flight simulators often use a secondary task as an index of workload. His routine to regard flying as the primary task and some less complex task as the secondary task. While this assumption is quite reasonable for most secondary tasks used to study mental workload in aircraft, the treatment of flying a simulator through some carefully crafted flight scenario as a unitary task is less justified. The present research acknowledges that total mental workload depends upon the specific nature of the sub-tasks that a pilot must complete as a first approximation, flight tasks were divided into three levels of complexity. The simplest level (called the Base Level) requires elementary maneuvers that do not utilize all the degrees of freedom of which an aircraft, or a moving-base simulator; is capable. The second level (called the Paired Level) requires the pilot to simultaneously execute two Base Level tasks. The third level (called the Complex Level) imposes three simultaneous constraints upon the pilot.

  20. Improving Physical Task Performance with Counterfactual and Prefactual Thinking

    PubMed Central

    Hammell, Cecilia; Chan, Amy Y. C.

    2016-01-01

    Counterfactual thinking (reflecting on “what might have been”) has been shown to enhance future performance by translating information about past mistakes into plans for future action. Prefactual thinking (imagining “what might be if…”) may serve a greater preparative function than counterfactual thinking as it is future-orientated and focuses on more controllable features, thus providing a practical script to prime future behaviour. However, whether or not this difference in hypothetical thought content may translate into a difference in actual task performance has been largely unexamined. In Experiment 1 (n = 42), participants performed trials of a computer-simulated physical task, in between which they engaged in either task-related hypothetical thinking (counterfactual or prefactual) or an unrelated filler task (control). As hypothesised, prefactuals contained more controllable features than counterfactuals. Moreover, participants who engaged in either form of hypothetical thinking improved significantly in task performance over trials compared to participants in the control group. The difference in thought content between counterfactuals and prefactuals, however, did not yield a significant difference in performance improvement. Experiment 2 (n = 42) replicated these findings in a dynamic balance task environment. Together, these findings provide further evidence for the preparatory function of counterfactuals, and demonstrate that prefactuals share this same functional characteristic. PMID:27942041

  1. Self-reported difficulty and preferences of wheeled mobility device users for simulated low-floor bus boarding, interior circulation and disembarking.

    PubMed

    D'Souza, Clive; Paquet, Victor L; Lenker, James A; Steinfeld, Edward

    2017-11-13

    Low ridership of public transit buses among wheeled mobility device users suggests the need to identify vehicle design conditions that are either particularly accommodating or challenging. The objective of this study was to determine the effects of low-floor bus interior seating configuration and passenger load on wheeled mobility device user-reported difficulty, overall acceptability and design preference. Forty-eight wheeled mobility users evaluated three interior design layouts at two levels of passenger load (high vs. low) after simulating boarding and disembarking tasks on a static full-scale low-floor bus mockup. User self-reports of task difficulty, acceptability and design preference were analyzed across the different test conditions. Ramp ascent was the most difficult task for manual wheelchair users relative to other tasks. The most difficult tasks for users of power wheelchairs and scooters were related to interior circulation, including moving to the securement area, entry and positioning in the securement area and exiting the securement area. Boarding and disembarking at the rear doorway was significantly more acceptable and preferred compared to the layouts with front doorways. Understanding transit usability barriers, perceptions and preferences among wheeled mobility users is an important consideration for clinicians who recommend mobility-related device interventions to those who use public transportation. Implications for Rehabilitation In order to maximize community participation opportunities for wheeled mobility users, clinicians should consider potential public transit barriers during the processes of wheelchair device selection and skills training. Usability barriers experienced by wheeled mobility device users on transit vehicles differ by mobility device type and vehicle configurations. Full-scale environment simulations are an effective means of identifying usability barriers and design needs in people with mobility impairments and may provide an alternative model for determining readiness for using fixed route buses or eligibility for paratransit.

  2. Development methodology of the novel Endoscopic stone treatment step 1 (EST s1) training/assessment curriculum.

    PubMed

    Veneziano, Domenico; Ahmed, Kamran; Van Cleynenbreugel, Ben S E P; Gözen, Ali Serdar; Palou, Joan; Sarica, Kemal; Liatsikos, Evangelos N; Sanguedolce, Francesco; Honeck, Patrick; Alvarez-Maestro, Mario; Papatsoris, Athanasios; Kallidonis, Panagiotis; Greco, Francesco; Breda, Alberto; Somani, Bhaskar

    2017-07-10

    Background Simulation based technical-skill assessment is a core topic of debate, especially in high-risk environments. After the introduction of the E-BLUS exam for basic laparoscopy, no more technical training/assessment urological protocols have been developed in Europe. Objective We describe the methodology used in the development of the novel Endoscopic Stone Treatment step 1 (EST s1) assessment curriculum. Materials and Methods The "full life cycle curriculum development" template was followed for curriculum development. A CTA was run to define the most important steps and details of RIRS, in accordance with EAU Urolithiasis guidelines. Training tasks were created between April 2015 and September 2015. Tasks and metrics were further analyzed by a consensus meeting with the EULIS board in February 2016. A review, aimed to study available simulators and their accordance with task requirements, was subsequently run in London on March 2016. After initial feedback and further tests, content validity of this protocol was achieved during EUREP 2016. Results The EST s1 curriculum development, took 23 months. 72 participants tested the 5 preliminary tasks during EUREP 2015, with sessions of 45 minutes each. Likert-scale questionnaires were filled-out to score the quality of training. The protocol was modified accordingly and 25 participants tested the 4 tasks during the hands-on training sessions of the ESUT 2016 congress. 134 participants finally participated in the validation study in EUREP 2016. During the same event 10 experts confirmed content validity by filling-out a Likert-scale questionnaire. Conclusion We described a reliable and replicable methodology that can be followed to develop training/assessment protocols for surgical procedures. The expert consensus meetings, strict adherence to guidelines and updated literature search towards an Endourology curriculum allowed correct training and assessment protocol development. It is the first step towards standardized simulation training in Endourology with a potential for worldwide adoption.

  3. A domain-specific compiler for a parallel multiresolution adaptive numerical simulation environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Rajbhandari, Samyam; Kim, Jinsung; Krishnamoorthy, Sriram

    This paper describes the design and implementation of a layered domain-specific compiler to support MADNESS---Multiresolution ADaptive Numerical Environment for Scientific Simulation. MADNESS is a high-level software environment for the solution of integral and differential equations in many dimensions, using adaptive and fast harmonic analysis methods with guaranteed precision. MADNESS uses k-d trees to represent spatial functions and implements operators like addition, multiplication, differentiation, and integration on the numerical representation of functions. The MADNESS runtime system provides global namespace support and a task-based execution model including futures. MADNESS is currently deployed on massively parallel supercomputers and has enabled many science advances.more » Due to the highly irregular and statically unpredictable structure of the k-d trees representing the spatial functions encountered in MADNESS applications, only purely runtime approaches to optimization have previously been implemented in the MADNESS framework. This paper describes a layered domain-specific compiler developed to address some performance bottlenecks in MADNESS. The newly developed static compile-time optimizations, in conjunction with the MADNESS runtime support, enable significant performance improvement for the MADNESS framework.« less

  4. Using Modern Methodologies with Maintenance Software

    NASA Technical Reports Server (NTRS)

    Streiffert, Barbara A.; Francis, Laurie K.; Smith, Benjamin D.

    2014-01-01

    Jet Propulsion Laboratory uses multi-mission software produced by the Mission Planning and Sequencing (MPS) team to process, simulate, translate, and package the commands that are sent to a spacecraft. MPS works under the auspices of the Multi-Mission Ground Systems and Services (MGSS). This software consists of nineteen applications that are in maintenance. The MPS software is classified as either class B (mission critical) or class C (mission important). The scheduling of tasks is difficult because mission needs must be addressed prior to performing any other tasks and those needs often spring up unexpectedly. Keeping track of the tasks that everyone is working on is also difficult because each person is working on a different software component. Recently the group adopted the Scrum methodology for planning and scheduling tasks. Scrum is one of the newer methodologies typically used in agile development. In the Scrum development environment, teams pick their tasks that are to be completed within a sprint based on priority. The team specifies the sprint length usually a month or less. Scrum is typically used for new development of one application. In the Scrum methodology there is a scrum master who is a facilitator who tries to make sure that everything moves smoothly, a product owner who represents the user(s) of the software and the team. MPS is not the traditional environment for the Scrum methodology. MPS has many software applications in maintenance, team members who are working on disparate applications, many users, and is interruptible based on mission needs, issues and requirements. In order to use scrum, the methodology needed adaptation to MPS. Scrum was chosen because it is adaptable. This paper is about the development of the process for using scrum, a new development methodology, with a team that works on disparate interruptible tasks on multiple software applications.

  5. A universal preconditioner for simulating condensed phase materials.

    PubMed

    Packwood, David; Kermode, James; Mones, Letif; Bernstein, Noam; Woolley, John; Gould, Nicholas; Ortner, Christoph; Csányi, Gábor

    2016-04-28

    We introduce a universal sparse preconditioner that accelerates geometry optimisation and saddle point search tasks that are common in the atomic scale simulation of materials. Our preconditioner is based on the neighbourhood structure and we demonstrate the gain in computational efficiency in a wide range of materials that include metals, insulators, and molecular solids. The simple structure of the preconditioner means that the gains can be realised in practice not only when using expensive electronic structure models but also for fast empirical potentials. Even for relatively small systems of a few hundred atoms, we observe speedups of a factor of two or more, and the gain grows with system size. An open source Python implementation within the Atomic Simulation Environment is available, offering interfaces to a wide range of atomistic codes.

  6. Computation of Unsteady Flow in Flame Trench For Prediction of Ignition Overpressure Waves

    NASA Technical Reports Server (NTRS)

    Kwak, Dochan; Kris, Cetin

    2010-01-01

    Computational processes/issues for supporting mission tasks are discussed using an example from launch environment simulation. Entire CFD process has been discussed using an existing code; STS-124 conditions were revisited to support wall repair effort for STS-125 flight; when water bags were not included, computed results indicate that IOP waves with the peak values have been reflected from SRB s own exhaust hole; ARES-1X simulations show that there is a shock wave going through the unused exhaust hole, however, it plays a secondary role; all three ARES-1X cases and STS-1 simulations showed very similar IOP magnitudes and patters on the vehicle; with the addition of water bags and water injection, it will further diminish the IOP effects.

  7. A universal preconditioner for simulating condensed phase materials

    NASA Astrophysics Data System (ADS)

    Packwood, David; Kermode, James; Mones, Letif; Bernstein, Noam; Woolley, John; Gould, Nicholas; Ortner, Christoph; Csányi, Gábor

    2016-04-01

    We introduce a universal sparse preconditioner that accelerates geometry optimisation and saddle point search tasks that are common in the atomic scale simulation of materials. Our preconditioner is based on the neighbourhood structure and we demonstrate the gain in computational efficiency in a wide range of materials that include metals, insulators, and molecular solids. The simple structure of the preconditioner means that the gains can be realised in practice not only when using expensive electronic structure models but also for fast empirical potentials. Even for relatively small systems of a few hundred atoms, we observe speedups of a factor of two or more, and the gain grows with system size. An open source Python implementation within the Atomic Simulation Environment is available, offering interfaces to a wide range of atomistic codes.

  8. Virtual reality simulation for construction safety promotion.

    PubMed

    Zhao, Dong; Lucas, Jason

    2015-01-01

    Safety is a critical issue for the construction industry. Literature argues that human error contributes to more than half of occupational incidents and could be directly impacted by effective training programs. This paper reviews the current safety training status in the US construction industry. Results from the review evidence the gap between the status and industry expectation on safety. To narrow this gap, this paper demonstrates the development and utilisation of a training program that is based on virtual reality (VR) simulation. The VR-based safety training program can offer a safe working environment where users can effectively rehearse tasks with electrical hazards and ultimately promote their abilities for electrical hazard cognition and intervention. Its visualisation and simulation can also remove the training barriers caused by electricity's features of invisibility and dangerousness.

  9. A temporal bone surgery simulator with real-time feedback for surgical training.

    PubMed

    Wijewickrema, Sudanthi; Ioannou, Ioanna; Zhou, Yun; Piromchai, Patorn; Bailey, James; Kennedy, Gregor; O'Leary, Stephen

    2014-01-01

    Timely feedback on surgical technique is an important aspect of surgical skill training in any learning environment, be it virtual or otherwise. Feedback on technique should be provided in real-time to allow trainees to recognize and amend their errors as they occur. Expert surgeons have typically carried out this task, but they have limited time available to spend with trainees. Virtual reality surgical simulators offer effective, repeatable training at relatively low cost, but their benefits may not be fully realized while they still require the presence of experts to provide feedback. We attempt to overcome this limitation by introducing a real-time feedback system for surgical technique within a temporal bone surgical simulator. Our evaluation study shows that this feedback system performs exceptionally well with respect to accuracy and effectiveness.

  10. The Relationship Between Technical And Nontechnical Skills Within A Simulation-Based Ureteroscopy Training Environment.

    PubMed

    Brunckhorst, Oliver; Shahid, Shahab; Aydin, Abdullatif; Khan, Shahid; McIlhenny, Craig; Brewin, James; Sahai, Arun; Bello, Fernando; Kneebone, Roger; Shamim Khan, Muhammad; Dasgupta, Prokar; Ahmed, Kamran

    2015-01-01

    Little integration of technical and nontechnical skills (e.g., situational awareness, communication, decision making, teamwork, and leadership) teaching exists within surgery. We therefore aimed to (1) evaluate the relationship between these 2 skill sets within a simulation-based environment and (2) assess if certain nontechnical skill components are of particular relevance to technical performance. A prospective analysis of data acquired from a comparative study of simulation vs nonsimulation training was conducted. Half of the participants underwent training of technical and nontechnical skills within ureteroscopy, with the remaining half undergoing no training. All were assessed within a full immersion environment against both technical (time to completion, Objective Structured Assessment of Technical Skills, and task-specific checklist scores) and nontechnical parameters (Nontechnical Skills for Surgeons [NOTSS] rating scale). The data of whole and individual cohorts were analyzed using Pearson correlation coefficient. The trial took place within the Simulation and Interactive Learning Centre at Guy's Hospital, London, UK. In total, 32 novice participants with no prior practical ureteroscopy experience were included within the data analysis. A correlation was found within all outcome measures analyzed. For the whole cohort, a strong negative correlation was found between time to completion and NOTSS scores (r = -0.75, p < 0.001), with strong positive correlations identified when NOTSS scores were compared with Objective Structured Assessment of Technical Skills (r = 0.89, p < 0.001) and task-specific checklist scores (r = 0.91, p < 0.001). Similar results were observed when each cohort was analyzed separately. Finally, all individual nontechnical skill components demonstrated a strong correlation with all technical skill parameters, regardless of training. A strong correlation between technical and nontechnical performance exists, which was demonstrated to be irrespective of training received. This may suggest an inherent link between skill sets. Furthermore, all nontechnical skill sets are important in technical performance. This supports the notion that both of these skills should be trained and assessed together within 1 curriculum. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  11. Using ADA Tasks to Simulate Operating Equipment

    NASA Technical Reports Server (NTRS)

    DeAcetis, Louis A.; Schmidt, Oron; Krishen, Kumar

    1990-01-01

    A method of simulating equipment using ADA tasks is discussed. Individual units of equipment are coded as concurrently running tasks that monitor and respond to input signals. This technique has been used in a simulation of the space-to-ground Communications and Tracking subsystem of Space Station Freedom.

  12. Using Ada tasks to simulate operating equipment

    NASA Technical Reports Server (NTRS)

    Deacetis, Louis A.; Schmidt, Oron; Krishen, Kumar

    1990-01-01

    A method of simulating equipment using Ada tasks is discussed. Individual units of equipment are coded as concurrently running tasks that monitor and respond to input signals. This technique has been used in a simulation of the space-to-ground Communications and Tracking subsystem of Space Station Freedom.

  13. The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres.

    PubMed

    John, Nigel W; Pop, Serban R; Day, Thomas W; Ritsos, Panagiotis D; Headleand, Christopher J

    2018-05-01

    Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5 percent then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.

  14. Smart active pilot-in-the-loop systems

    NASA Astrophysics Data System (ADS)

    Thomas, Segun

    1995-04-01

    Representation of on-orbit microgravity environment in a 1-g environment is a continuing problem in space engineering analysis, procedures development and crew training. A way of adequately depicting weightlessness in the performance of on-orbit tasks is by a realistic (or real-time) computer based representation that provides the look, touch, and feel of on-orbit operation. This paper describes how a facility, the Systems Engineering Simulator at the Johnson Space Center, is utilizing recent advances in computer processing power and multi- processing capability to intelligently represent all systems, sub-systems and environmental elements associated with space flight operations. It first describes the computer hardware and interconnection between processors; the computer software responsible for task scheduling, health monitoring, sub-system and environment representation; control room and crew station. It then describes, the mathematical models that represent the dynamics of contact between the Mir and the Space Shuttle during the upcoming US and Russian Shuttle/Mir space mission. Results are presented comparing the response of the smart, active pilot-in-the-loop system to non-time critical CRAY model. A final example of how these systems are utilized is given in the development that supported the highly successful Hubble Space Telescope repair mission.

  15. Neutralization of a single arginine residue gates open a two-pore domain, alkali-activated K+ channel

    PubMed Central

    Niemeyer, María Isabel; González-Nilo, Fernando D.; Zúñiga, Leandro; González, Wendy; Cid, L. Pablo; Sepúlveda, Francisco V.

    2007-01-01

    Potassium channels share a common selectivity filter that determines the conduction characteristics of the pore. Diversity in K+ channels is given by how they are gated open. TASK-2, TALK-1, and TALK-2 are two-pore region (2P) KCNK K+ channels gated open by extracellular alkalinization. We have explored the mechanism for this alkalinization-dependent gating using molecular simulation and site-directed mutagenesis followed by functional assay. We show that the side chain of a single arginine residue (R224) near the pore senses pH in TASK-2 with an unusual pKa of 8.0, a shift likely due to its hydrophobic environment. R224 would block the channel through an electrostatic effect on the pore, a situation relieved by its deprotonation by alkalinization. A lysine residue in TALK-2 fulfills the same role but with a largely unchanged pKa, which correlates with an environment that stabilizes its positive charge. In addition to suggesting unified alkaline pH-gating mechanisms within the TALK subfamily of channels, our results illustrate in a physiological context the principle that hydrophobic environment can drastically modulate the pKa of charged amino acids within a protein. PMID:17197424

  16. Case studies on optimization problems in MATLAB and COMSOL multiphysics by means of the livelink

    NASA Astrophysics Data System (ADS)

    Ozana, Stepan; Pies, Martin; Docekal, Tomas

    2016-06-01

    LiveLink for COMSOL is a tool that integrates COMSOL Multiphysics with MATLAB to extend one's modeling with scripting programming in the MATLAB environment. It allows user to utilize the full power of MATLAB and its toolboxes in preprocessing, model manipulation, and post processing. At first, the head script launches COMSOL with MATLAB and defines initial value of all parameters, refers to the objective function J described in the objective function and creates and runs the defined optimization task. Once the task is launches, the COMSOL model is being called in the iteration loop (from MATLAB environment by use of API interface), changing defined optimization parameters so that the objective function is minimized, using fmincon function to find a local or global minimum of constrained linear or nonlinear multivariable function. Once the minimum is found, it returns exit flag, terminates optimization and returns the optimized values of the parameters. The cooperation with MATLAB via LiveLink enhances a powerful computational environment with complex multiphysics simulations. The paper will introduce using of the LiveLink for COMSOL for chosen case studies in the field of technical cybernetics and bioengineering.

  17. Shoulder Kinematics and Spatial Pattern of Trapezius Electromyographic Activity in Real and Virtual Environments

    PubMed Central

    Samani, Afshin; Pontonnier, Charles; Dumont, Georges; Madeleine, Pascal

    2015-01-01

    The design of an industrial workstation tends to include ergonomic assessment steps based on a digital mock-up and a virtual reality setup. Lack of interaction and system fidelity is often reported as a main issue in such virtual reality applications. This limitation is a crucial issue as thorough ergonomic analysis is required for an investigation of the biomechanics. In the current study, we investigated the biomechanical responses of the shoulder joint in a simulated assembly task for comparison with the biomechanical responses in virtual environments. Sixteen male healthy novice subjects performed the task on three different platforms: real (RE), virtual (VE), and virtual environment with force feedback (VEF) with low and high precision demands. The subjects repeated the task 12 times (i.e., 12 cycles). High density electromyography from the upper trapezius and rotation angles of the shoulder joint were recorded and split into the cycles. The angular trajectories and velocity profiles of the shoulder joint angles over a cycle were computed in 3D. The inter-subject similarity in terms of normalized mutual information on kinematics and electromyography was investigated. Compared with RE the task in VE and VEF was characterized by lower kinematic maxima. The inter-subject similarity in RE compared with intra-subject similarity across the platforms was lower in terms of movement trajectories and greater in terms of trapezius muscle activation. The precision demand resulted in lower inter- and intra-subject similarity across platforms. The proposed approach identifies biomechanical differences in the shoulder joint in both VE and VEF compared with the RE platform, but these differences are less marked in VE mostly due to technical limitations of co-localizing the force feedback system in the VEF platform. PMID:25768123

  18. Psychomotor control in a virtual laparoscopic surgery training environment: gaze control parameters differentiate novices from experts.

    PubMed

    Wilson, Mark; McGrath, John; Vine, Samuel; Brewer, James; Defriend, David; Masters, Richard

    2010-10-01

    Surgical simulation is increasingly used to facilitate the adoption of technical skills during surgical training. This study sought to determine if gaze control parameters could differentiate between the visual control of experienced and novice operators performing an eye-hand coordination task on a virtual reality laparoscopic surgical simulator (LAP Mentor™). Typically adopted hand movement metrics reflect only one half of the eye-hand coordination relationship; therefore, little is known about how hand movements are guided and controlled by vision. A total of 14 right-handed surgeons were categorised as being either experienced (having led more than 70 laparoscopic procedures) or novice (having performed fewer than 10 procedures) operators. The eight experienced and six novice surgeons completed the eye-hand coordination task from the LAP Mentor basic skills package while wearing a gaze registration system. A variety of performance, movement, and gaze parameters were recorded and compared between groups. The experienced surgeons completed the task significantly more quickly than the novices, but only the economy of movement of the left tool differentiated skill level from the LAP Mentor parameters. Gaze analyses revealed that experienced surgeons spent significantly more time fixating the target locations than novices, who split their time between focusing on the targets and tracking the tools. The findings of the study provide support for the utility of assessing strategic gaze behaviour to better understand the way in which surgeons utilise visual information to plan and control tool movements in a virtual reality laparoscopic environment. It is hoped that by better understanding the limitations of the psychomotor system, effective gaze training programs may be developed.

  19. Psychomotor control in a virtual laparoscopic surgery training environment: gaze control parameters differentiate novices from experts

    PubMed Central

    McGrath, John; Vine, Samuel; Brewer, James; Defriend, David; Masters, Richard

    2010-01-01

    Background Surgical simulation is increasingly used to facilitate the adoption of technical skills during surgical training. This study sought to determine if gaze control parameters could differentiate between the visual control of experienced and novice operators performing an eye-hand coordination task on a virtual reality laparoscopic surgical simulator (LAP Mentor™). Typically adopted hand movement metrics reflect only one half of the eye-hand coordination relationship; therefore, little is known about how hand movements are guided and controlled by vision. Methods A total of 14 right-handed surgeons were categorised as being either experienced (having led more than 70 laparoscopic procedures) or novice (having performed fewer than 10 procedures) operators. The eight experienced and six novice surgeons completed the eye-hand coordination task from the LAP Mentor basic skills package while wearing a gaze registration system. A variety of performance, movement, and gaze parameters were recorded and compared between groups. Results The experienced surgeons completed the task significantly more quickly than the novices, but only the economy of movement of the left tool differentiated skill level from the LAP Mentor parameters. Gaze analyses revealed that experienced surgeons spent significantly more time fixating the target locations than novices, who split their time between focusing on the targets and tracking the tools. Conclusion The findings of the study provide support for the utility of assessing strategic gaze behaviour to better understand the way in which surgeons utilise visual information to plan and control tool movements in a virtual reality laparoscopic environment. It is hoped that by better understanding the limitations of the psychomotor system, effective gaze training programs may be developed. PMID:20333405

  20. Effects of Night Work, Sleep Loss and Time on Task on Simulated Threat Detection Performance

    PubMed Central

    Basner, Mathias; Rubinstein, Joshua; Fomberstein, Kenneth M.; Coble, Matthew C.; Ecker, Adrian; Avinash, Deepa; Dinges, David F.

    2008-01-01

    Study Objectives: To investigate the effects of night work and sleep loss on a simulated luggage screening task (SLST) that mimicked the x-ray system used by airport luggage screeners. Design: We developed more than 5,800 unique simulated x-ray images of luggage organized into 31 stimulus sets of 200 bags each. 25% of each set contained either a gun or a knife with low or high target difficulty. The 200-bag stimuli sets were then run on software that simulates an x-ray screening system (SLST). Signal detection analysis was used to obtain measures of hit rate (HR), false alarm rate (FAR), threat detection accuracy (A′), and response bias (B″D). Setting: Experimental laboratory study Participants: 24 healthy nonprofessional volunteers (13 women, mean age ± SD = 29.9 ± 6.5 years). Interventions: Subjects performed the SLST every 2 h during a 5-day period that included a 35 h period of wakefulness that extended to night work and then another day work period after the night without sleep. Results: Threat detection accuracy A′ decreased significantly (P < 0.001) while FAR increased significantly (P < 0.001) during night work, while both A′ (P = 0.001) and HR decreased (P = 0.008) during day work following sleep loss. There were prominent time-on-task effects on response bias B″D (P = 0.002) and response latency (P = 0.004), but accuracy A′ was unaffected. Both HR and FAR increased significantly with increasing study duration (both P < 0.001), while response latency decreased significantly (P < 0.001). Conclusions: This study provides the first systematic evidence that night work and sleep loss adversely affect the accuracy of detecting complex real world objects among high levels of background clutter. If the results can be replicated in professional screeners and real work environments, fatigue in luggage screening personnel may pose a threat for air traffic safety unless countermeasures for fatigue are deployed. Citation: Basner M; Rubinstein J; Fomberstein KM; Coble MC; Avinash D; Dinges DF. Effects of Night Work, Sleep Loss and Time on Task on Simulated Threat Detection Performance. SLEEP 2008;31(9):1251-1259. PMID:18788650

  1. Managing Multiple Tasks in Complex, Dynamic Environments

    NASA Technical Reports Server (NTRS)

    Freed, Michael; Null, Cynthia H. (Technical Monitor)

    1998-01-01

    Sketchy planners are designed to achieve goals in realistically complex, time-pressured, and uncertain task environments. However, the ability to manage multiple, potentially interacting tasks in such environments requires extensions to the functionality these systems typically provide. This paper identifies a number of factors affecting how interacting tasks should be prioritized, interrupted, and resumed, and then describes a sketchy planner called APEX that takes account of these factors when managing multiple tasks.

  2. Health literacy and task environment influence parents' burden for data entry on child-specific health information: randomized controlled trial.

    PubMed

    Porter, Stephen C; Guo, Chao-Yu; Bacic, Janine; Chan, Eugenia

    2011-01-26

    Health care systems increasingly rely on patients' data entry efforts to organize and assist in care delivery through health information exchange. We sought to determine (1) the variation in burden imposed on parents by data entry efforts across paper-based and computer-based environments, and (2) the impact, if any, of parents' health literacy on the task burden. We completed a randomized controlled trial of parent-completed data entry tasks. Parents of children with attention deficit hyperactivity disorder (ADHD) were randomized based on the Test of Functional Health Literacy in Adults (TOFHLA) to either a paper-based or computer-based environment for entry of health information on their children. The primary outcome was the National Aeronautics and Space Administration Task Load Index (TLX) total weighted score. We screened 271 parents: 194 (71.6%) were eligible, and 180 of these (92.8%) constituted the study cohort. We analyzed 90 participants from each arm. Parents who completed information tasks on paper reported a higher task burden than those who worked in the computer environment: mean (SD) TLX scores were 22.8 (20.6) for paper and 16.3 (16.1) for computer. Assignment to the paper environment conferred a significant risk of higher task burden (F(1,178) = 4.05, P = .046). Adequate literacy was associated with lower task burden (decrease in burden score of 1.15 SD, P = .003). After adjusting for relevant child and parent factors, parents' TOFHLA score (beta = -.02, P = .02) and task environment (beta = .31, P = .03) remained significantly associated with task burden. A tailored computer-based environment provided an improved task experience for data entry compared to the same tasks completed on paper. Health literacy was inversely related to task burden.

  3. Assessment of simulation fidelity using measurements of piloting technique in flight. II

    NASA Technical Reports Server (NTRS)

    Ferguson, S. W.; Clement, W. F.; Hoh, R. H.; Cleveland, W. B.

    1985-01-01

    Two components of the Vertical Motion Simulator (presently being used to assess the fidelity of UH-60A simulation) are evaluated: (1) the dash/quickstop Nap-of-the-earth (NOE) piloting task, and (2) the bop-up task. Data from these two flight test experiments are presented which provide information on the effect of reduced visual field of view, variation in scene content and texture, and the affect of pure time delay in the closed-loop pilot response. In comparison with task performance results obtained in flight tests, the results from the simulation indicate that the pilot's NOE task performance in the simulator is significantly degraded.

  4. An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective.

    PubMed

    Menin, Aline; Torchelsen, Rafael; Nedel, Luciana

    2018-03-01

    Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results.

  5. Constructive Engineering of Simulations

    NASA Technical Reports Server (NTRS)

    Snyder, Daniel R.; Barsness, Brendan

    2011-01-01

    Joint experimentation that investigates sensor optimization, re-tasking and management has far reaching implications for Department of Defense, Interagency and multinational partners. An adaption of traditional human in the loop (HITL) Modeling and Simulation (M&S) was one approach used to generate the findings necessary to derive and support these implications. Here an entity-based simulation was re-engineered to run on USJFCOM's High Performance Computer (HPC). The HPC was used to support the vast number of constructive runs necessary to produce statistically significant data in a timely manner. Then from the resulting sensitivity analysis, event designers blended the necessary visualization and decision making components into a synthetic environment for the HITL simulations trials. These trials focused on areas where human decision making had the greatest impact on the sensor investigations. Thus, this paper discusses how re-engineering existing M&S for constructive applications can positively influence the design of an associated HITL experiment.

  6. A Multiprocessor Operating System Simulator

    NASA Technical Reports Server (NTRS)

    Johnston, Gary M.; Campbell, Roy H.

    1988-01-01

    This paper describes a multiprocessor operating system simulator that was developed by the authors in the Fall semester of 1987. The simulator was built in response to the need to provide students with an environment in which to build and test operating system concepts as part of the coursework of a third-year undergraduate operating systems course. Written in C++, the simulator uses the co-routine style task package that is distributed with the AT&T C++ Translator to provide a hierarchy of classes that represents a broad range of operating system software and hardware components. The class hierarchy closely follows that of the 'Choices' family of operating systems for loosely- and tightly-coupled multiprocessors. During an operating system course, these classes are refined and specialized by students in homework assignments to facilitate experimentation with different aspects of operating system design and policy decisions. The current implementation runs on the IBM RT PC under 4.3bsd UNIX.

  7. Highly efficient simulation environment for HDTV video decoder in VLSI design

    NASA Astrophysics Data System (ADS)

    Mao, Xun; Wang, Wei; Gong, Huimin; He, Yan L.; Lou, Jian; Yu, Lu; Yao, Qingdong; Pirsch, Peter

    2002-01-01

    With the increase of the complex of VLSI such as the SoC (System on Chip) of MPEG-2 Video decoder with HDTV scalability especially, simulation and verification of the full design, even as high as the behavior level in HDL, often proves to be very slow, costly and it is difficult to perform full verification until late in the design process. Therefore, they become bottleneck of the procedure of HDTV video decoder design, and influence it's time-to-market mostly. In this paper, the architecture of Hardware/Software Interface of HDTV video decoder is studied, and a Hardware-Software Mixed Simulation (HSMS) platform is proposed to check and correct error in the early design stage, based on the algorithm of MPEG-2 video decoding. The application of HSMS to target system could be achieved by employing several introduced approaches. Those approaches speed up the simulation and verification task without decreasing performance.

  8. Integration of task level planning and diagnosis for an intelligent robot

    NASA Technical Reports Server (NTRS)

    Gerstenfeld, Arthur

    1988-01-01

    The use of robots in the future must go beyond present applications and will depend on the ability of a robot to adapt to a changing environment and to deal with unexpected scenarios (i.e., picking up parts that are not exactly where they were expected to be). The objective of this research is to demonstrate the feasibility of incorporating high level planning into a robot enabling it to deal with anomalous situations in order to minimize the need for constant human instruction. The heuristics can be used by a robot to apply information about previous actions towards accomplishing future objectives more efficiently. The system uses a decision network that represents the plan for accomplishing a task. This enables the robot to modify its plan based on results of previous actions. The system serves as a method for minimizing the need for constant human instruction in telerobotics. This paper describes the integration of expert systems and simulation as a valuable tool that goes far beyond this project. Simulation can be expected to be used increasingly as both hardware and software improve. Similarly, the ability to merge an expert system with simulation means that we can add intelligence to the system. A malfunctioning space satellite is described. The expert system uses a series of heuristics in order to guide the robot to the proper location. This is part of task level planning. The final part of the paper suggests directions for future research. Having shown the feasibility of an expert system embedded in a simulation, the paper then discusses how the system can be integrated with the MSFC graphics system.

  9. The effectiveness of simulation activities on the cognitive abilities of undergraduate third-year nursing students: a randomised control trial.

    PubMed

    Secomb, Jacinta; McKenna, Lisa; Smith, Colleen

    2012-12-01

    To provide evidence on the effectiveness of simulation activities on the clinical decision-making abilities of undergraduate nursing students. Based on previous research, it was hypothesised that the higher the cognitive score, the greater the ability a nursing student would have to make informed valid decisions in their clinical practice. Globally, simulation is being espoused as an education method that increases the competence of health professionals. At present, there is very little evidence to support current investment in time and resources. Following ethical approval, fifty-eight third-year undergraduate nursing students were randomised in a pretest-post-test group-parallel controlled trial. The learning environment preferences (LEP) inventory was used to test cognitive abilities in order to refute the null hypothesis that activities in computer-based simulated learning environments have a negative effect on cognitive abilities when compared with activities in skills laboratory simulated learning environments. There was no significant difference in cognitive development following two cycles of simulation activities. Therefore, it is reasonable to assume that two simulation tasks, either computer-based or laboratory-based, have no effect on an undergraduate student's ability to make clinical decisions in practice. However, there was a significant finding for non-English first-language students, which requires further investigation. More longitudinal studies that quantify the education effects of simulation on the cognitive, affective and psychomotor attributes of health science students and professionals from both English-speaking and non-English-speaking backgrounds are urgently required. It is also recommended that to achieve increased participant numbers and prevent non-participation owing to absenteeism, further studies need to be imbedded directly into curricula. This investigation confirms the effect of simulation activities on real-life clinical practice, and the comparative learning benefits with traditional clinical practice and university education remain unknown. © 2012 Blackwell Publishing Ltd.

  10. The impact of exposure to films of natural and built environments on state body appreciation.

    PubMed

    Swami, Viren; Pickering, Mark; Barron, David; Patel, Shreepali

    2018-06-12

    Previous work has shown that exposure to images of nature results in elevated state body appreciation, but static images may lack ecological validity. Here, we examined the impact of exposure to short films of simulated, first-person walks in natural or built environments. Thirty-six university students completed a measure of state body appreciation before and after watching films of either a walk in a natural or a built environment created specifically for the present study. Two weeks later, they completed the same task but watched the other film type. Results indicated that exposure to the film of a natural environment resulted in significantly elevated state body appreciation (d = 0.66). There was no significant change in state body appreciation following exposure to the film of the built environment (d = 0.14). These findings suggest that exposure to films depicting the natural environment may promote immediate, moderate-sized improvements in state body image. Copyright © 2018 Elsevier Ltd. All rights reserved.

  11. Proximity Operations for Space Situational Awareness Spacecraft Rendezvous and Maneuvering using Numerical Simulations and Fuzzy Logic

    NASA Astrophysics Data System (ADS)

    Carrico, T.; Langster, T.; Carrico, J.; Alfano, S.; Loucks, M.; Vallado, D.

    The authors present several spacecraft rendezvous and close proximity maneuvering techniques modeled with a high-precision numerical integrator using full force models and closed loop control with a Fuzzy Logic intelligent controller to command the engines. The authors document and compare the maneuvers, fuel use, and other parameters. This paper presents an innovative application of an existing capability to design, simulate and analyze proximity maneuvers; already in use for operational satellites performing other maneuvers. The system has been extended to demonstrate the capability to develop closed loop control laws to maneuver spacecraft in close proximity to another, including stand-off, docking, lunar landing and other operations applicable to space situational awareness, space based surveillance, and operational satellite modeling. The fully integrated end-to-end trajectory ephemerides are available from the authors in electronic ASCII text by request. The benefits of this system include: A realistic physics-based simulation for the development and validation of control laws A collaborative engineering environment for the design, development and tuning of spacecraft law parameters, sizing actuators (i.e., rocket engines), and sensor suite selection. An accurate simulation and visualization to communicate the complexity, criticality, and risk of spacecraft operations. A precise mathematical environment for research and development of future spacecraft maneuvering engineering tasks, operational planning and forensic analysis. A closed loop, knowledge-based control example for proximity operations. This proximity operations modeling and simulation environment will provide a valuable adjunct to programs in military space control, space situational awareness and civil space exploration engineering and decision making processes.

  12. Using simulation to study difficult clinical issues: prenatal counseling at the threshold of viability across American and Dutch cultures.

    PubMed

    Geurtzen, Rosa; Hogeveen, Marije; Rajani, Anand K; Chitkara, Ritu; Antonius, Timothy; van Heijst, Arno; Draaisma, Jos; Halamek, Louis P

    2014-06-01

    Prenatal counseling at the threshold of viability is a challenging yet critically important activity, and care guidelines differ across cultures. Studying how this task is performed in the actual clinical environment is extremely difficult. In this pilot study, we used simulation as a methodology with 2 aims as follows: first, to explore the use of simulation incorporating a standardized pregnant patient as an investigative methodology and, second, to determine similarities and differences in content and style of prenatal counseling between American and Dutch neonatologists. We compared counseling practice between 11 American and 11 Dutch neonatologists, using a simulation-based investigative methodology. All subjects performed prenatal counseling with a simulated pregnant patient carrying a fetus at the limits of viability. The following elements of scenario design were standardized across all scenarios: layout of the physical environment, details of the maternal and fetal histories, questions and responses of the standardized pregnant patient, and the time allowed for consultation. American subjects typically presented several treatment options without bias, whereas Dutch subjects were more likely to explicitly advise a specific course of treatment (emphasis on partial life support). American subjects offered comfort care more frequently than the Dutch subjects and also discussed options for maximal life support more often than their Dutch colleagues. Simulation is a useful research methodology for studying activities difficult to assess in the actual clinical environment such as prenatal counseling at the limits of viability. Dutch subjects were more directive in their approach than their American counterparts, offering fewer options for care and advocating for less invasive interventions. American subjects were more likely to offer a wider range of therapeutic options without providing a recommendation for any specific option.

  13. Surgical task analysis of simulated laparoscopic cholecystectomy with a navigation system.

    PubMed

    Sugino, T; Kawahira, H; Nakamura, R

    2014-09-01

       Advanced surgical procedures, which have become complex and difficult, increase the burden of surgeons. Quantitative analysis of surgical procedures can improve training, reduce variability, and enable optimization of surgical procedures. To this end, a surgical task analysis system was developed that uses only surgical navigation information.    Division of the surgical procedure, task progress analysis, and task efficiency analysis were done. First, the procedure was divided into five stages. Second, the operating time and progress rate were recorded to document task progress during specific stages, including the dissecting task. Third, the speed of the surgical instrument motion (mean velocity and acceleration), as well as the size and overlap ratio of the approximate ellipse of the location log data distribution, was computed to estimate the task efficiency during each stage. These analysis methods were evaluated based on experimental validation with two groups of surgeons, i.e., skilled and "other" surgeons. The performance metrics and analytical parameters included incidents during the operation, the surgical environment, and the surgeon's skills or habits.    Comparison of groups revealed that skilled surgeons tended to perform the procedure in less time and involved smaller regions; they also manipulated the surgical instruments more gently.    Surgical task analysis developed for quantitative assessment of surgical procedures and surgical performance may provide practical methods and metrics for objective evaluation of surgical expertise.

  14. Human Error as an Emergent Property of Action Selection and Task Place-Holding.

    PubMed

    Tamborello, Franklin P; Trafton, J Gregory

    2017-05-01

    A computational process model could explain how the dynamic interaction of human cognitive mechanisms produces each of multiple error types. With increasing capability and complexity of technological systems, the potential severity of consequences of human error is magnified. Interruption greatly increases people's error rates, as does the presence of other information to maintain in an active state. The model executed as a software-instantiated Monte Carlo simulation. It drew on theoretical constructs such as associative spreading activation for prospective memory, explicit rehearsal strategies as a deliberate cognitive operation to aid retrospective memory, and decay. The model replicated the 30% effect of interruptions on postcompletion error in Ratwani and Trafton's Stock Trader task, the 45% interaction effect on postcompletion error of working memory capacity and working memory load from Byrne and Bovair's Phaser Task, as well as the 5% perseveration and 3% omission effects of interruption from the UNRAVEL Task. Error classes including perseveration, omission, and postcompletion error fall naturally out of the theory. The model explains post-interruption error in terms of task state representation and priming for recall of subsequent steps. Its performance suggests that task environments providing more cues to current task state will mitigate error caused by interruption. For example, interfaces could provide labeled progress indicators or facilities for operators to quickly write notes about their task states when interrupted.

  15. Alcohol impairment of performance on steering and discrete tasks in a driving simulator

    DOT National Transportation Integrated Search

    1974-12-01

    In this program a simplified laboratory simulator was developed to test two types of tasks used in driving on the open road: a continuous "steering task" to regulate against gust induced disturbances and an intermittent "discrete response task" requi...

  16. Design and implementation of laser target simulator in hardware-in-the-loop simulation system based on LabWindows/CVI and RTX

    NASA Astrophysics Data System (ADS)

    Tong, Qiujie; Wang, Qianqian; Li, Xiaoyang; Shan, Bin; Cui, Xuntai; Li, Chenyu; Peng, Zhong

    2016-11-01

    In order to satisfy the requirements of the real-time and generality, a laser target simulator in semi-physical simulation system based on RTX+LabWindows/CVI platform is proposed in this paper. Compared with the upper-lower computers simulation platform architecture used in the most of the real-time system now, this system has better maintainability and portability. This system runs on the Windows platform, using Windows RTX real-time extension subsystem to ensure the real-time performance of the system combining with the reflective memory network to complete some real-time tasks such as calculating the simulation model, transmitting the simulation data, and keeping real-time communication. The real-time tasks of simulation system run under the RTSS process. At the same time, we use the LabWindows/CVI to compile a graphical interface, and complete some non-real-time tasks in the process of simulation such as man-machine interaction, display and storage of the simulation data, which run under the Win32 process. Through the design of RTX shared memory and task scheduling algorithm, the data interaction between the real-time tasks process of RTSS and non-real-time tasks process of Win32 is completed. The experimental results show that this system has the strongly real-time performance, highly stability, and highly simulation accuracy. At the same time, it also has the good performance of human-computer interaction.

  17. Basic emotions and adaptation. A computational and evolutionary model.

    PubMed

    Pacella, Daniela; Ponticorvo, Michela; Gigliotta, Onofrio; Miglino, Orazio

    2017-01-01

    The core principles of the evolutionary theories of emotions declare that affective states represent crucial drives for action selection in the environment and regulated the behavior and adaptation of natural agents in ancestrally recurrent situations. While many different studies used autonomous artificial agents to simulate emotional responses and the way these patterns can affect decision-making, few are the approaches that tried to analyze the evolutionary emergence of affective behaviors directly from the specific adaptive problems posed by the ancestral environment. A model of the evolution of affective behaviors is presented using simulated artificial agents equipped with neural networks and physically inspired on the architecture of the iCub humanoid robot. We use genetic algorithms to train populations of virtual robots across generations, and investigate the spontaneous emergence of basic emotional behaviors in different experimental conditions. In particular, we focus on studying the emotion of fear, therefore the environment explored by the artificial agents can contain stimuli that are safe or dangerous to pick. The simulated task is based on classical conditioning and the agents are asked to learn a strategy to recognize whether the environment is safe or represents a threat to their lives and select the correct action to perform in absence of any visual cues. The simulated agents have special input units in their neural structure whose activation keep track of their actual "sensations" based on the outcome of past behavior. We train five different neural network architectures and then test the best ranked individuals comparing their performances and analyzing the unit activations in each individual's life cycle. We show that the agents, regardless of the presence of recurrent connections, spontaneously evolved the ability to cope with potentially dangerous environment by collecting information about the environment and then switching their behavior to a genetically selected pattern in order to maximize the possible reward. We also prove the determinant presence of an internal time perception unit for the robots to achieve the highest performance and survivability across all conditions.

  18. Task Simulation: Word Processing. Teacher [and Student Manuals], B. Correspondence Secretary.

    ERIC Educational Resources Information Center

    Burch, Geralyn H.

    This task-simulation learning module on being a correspondence secretary in a realty office for secondary and postsecondary teachers and students, the fifth in a series of eleven task and in-basket simulations, was designed to provide individualized instruction in office occupations courses, such as introductory business and typewriting. (Each of…

  19. Creating virtual humans for simulation-based training and planning

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Stansfield, S.; Sobel, A.

    1998-05-12

    Sandia National Laboratories has developed a distributed, high fidelity simulation system for training and planning small team Operations. The system provides an immersive environment populated by virtual objects and humans capable of displaying complex behaviors. The work has focused on developing the behaviors required to carry out complex tasks and decision making under stress. Central to this work are techniques for creating behaviors for virtual humans and for dynamically assigning behaviors to CGF to allow scenarios without fixed outcomes. Two prototype systems have been developed that illustrate these capabilities: MediSim, a trainer for battlefield medics and VRaptor, a system formore » planning, rehearsing and training assault operations.« less

  20. From diffusion pumps to cryopumps: The conversion of GSFC's space environment simulator

    NASA Technical Reports Server (NTRS)

    Cary, Ron

    1992-01-01

    The SES (Space Environmental Simulator), largest of the Thermal Vacuum Facilities at The Goddard Space Flight Center, recently was converted from an oil diffusion pumped chamber to a Cryopumped chamber. This modification was driven by requirements of flight projects. The basic requirement was to retain or enhance the operational parameters of the chamber such as pumping speed, ultimate vacuum, pump down time, and thermal system performance. To accomplish this task, seventeen diffusion pumps were removed and replaced with eight 1.2 meter (48 inch) diameter cryopumps and one 0.5 meter (20 inch) turbomolecular pump. The conversion was accomplished with a combination of subcontracting and in-house efforts to maximize the efficiency of implementation.

  1. Use of EPANET solver to manage water distribution in Smart City

    NASA Astrophysics Data System (ADS)

    Antonowicz, A.; Brodziak, R.; Bylka, J.; Mazurkiewicz, J.; Wojtecki, S.; Zakrzewski, P.

    2018-02-01

    Paper presents a method of using EPANET solver to support manage water distribution system in Smart City. The main task is to develop the application that allows remote access to the simulation model of the water distribution network developed in the EPANET environment. Application allows to perform both single and cyclic simulations with the specified step of changing the values of the selected process variables. In the paper the architecture of application was shown. The application supports the selection of the best device control algorithm using optimization methods. Optimization procedures are possible with following methods: brute force, SLSQP (Sequential Least SQuares Programming), Modified Powell Method. Article was supplemented by example of using developed computer tool.

  2. Passive acquisition of CLIPS rules

    NASA Technical Reports Server (NTRS)

    Kovarik, Vincent J., Jr.

    1991-01-01

    The automated acquisition of knowledge by machine has not lived up to expectations, and knowledge engineering remains a human intensive task. Part of the reason for the lack of success is the difference in the cognitive focus of the expert. The expert must shift his or her focus from the subject domain to that of the representation environment. In doing so this cognitive shift introduces opportunity for errors and omissions. Presented here is work that observes the expert interact with a simulation of the domain. The system logs changes in the simulation objects and the expert's actions in response to those changes. This is followed by the application of inductive reasoning to move the domain specific rules observed to general domain rules.

  3. Evaluation of several secondary tasks in the determination of permissible time delays in simulator visual and motion cues

    NASA Technical Reports Server (NTRS)

    Miller, G. K., Jr.; Riley, D. R.

    1978-01-01

    The effect of secondary tasks in determining permissible time delays in visual-motion simulation of a pursuit tracking task was examined. A single subject, a single set of aircraft handling qualities, and a single motion condition in tracking a target aircraft that oscillates sinusoidally in altitude were used. In addition to the basic simulator delays the results indicate that the permissible time delay is about 250 msec for either a tapping task, an adding task, or an audio task and is approximately 125 msec less than when no secondary task is involved. The magnitudes of the primary task performance measures, however, differ only for the tapping task. A power spectraldensity analysis basically confirms the result by comparing the root-mean-square performance measures. For all three secondary tasks, the total pilot workload was quite high.

  4. Using cognitive task analysis to develop simulation-based training for medical tasks.

    PubMed

    Cannon-Bowers, Jan; Bowers, Clint; Stout, Renee; Ricci, Katrina; Hildabrand, Annette

    2013-10-01

    Pressures to increase the efficacy and effectiveness of medical training are causing the Department of Defense to investigate the use of simulation technologies. This article describes a comprehensive cognitive task analysis technique that can be used to simultaneously generate training requirements, performance metrics, scenario requirements, and simulator/simulation requirements for medical tasks. On the basis of a variety of existing techniques, we developed a scenario-based approach that asks experts to perform the targeted task multiple times, with each pass probing a different dimension of the training development process. In contrast to many cognitive task analysis approaches, we argue that our technique can be highly cost effective because it is designed to accomplish multiple goals. The technique was pilot tested with expert instructors from a large military medical training command. These instructors were employed to generate requirements for two selected combat casualty care tasks-cricothyroidotomy and hemorrhage control. Results indicated that the technique is feasible to use and generates usable data to inform simulation-based training system design. Reprint & Copyright © 2013 Association of Military Surgeons of the U.S.

  5. Heading assessment by “tunnel vision” patients and control subjects standing or walking in a virtual reality environment

    PubMed Central

    APFELBAUM, HENRY; PELAH, ADAR; PELI, ELI

    2007-01-01

    Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten “tunnel vision” patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients’ accuracy increased when walking, while controls’ accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators. PMID:18167511

  6. Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment.

    PubMed

    Apfelbaum, Henry; Pelah, Adar; Peli, Eli

    2007-01-01

    Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten "tunnel vision" patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients' accuracy increased when walking, while controls' accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators.

  7. Higher mental workload is associated with poorer laparoscopic performance as measured by the NASA-TLX tool.

    PubMed

    Yurko, Yuliya Y; Scerbo, Mark W; Prabhu, Ajita S; Acker, Christina E; Stefanidis, Dimitrios

    2010-10-01

    Increased workload during task performance may increase fatigue and facilitate errors. The National Aeronautics and Space Administration-Task Load Index (NASA-TLX) is a previously validated tool for workload self-assessment. We assessed the relationship of workload and performance during simulator training on a complex laparoscopic task. NASA-TLX workload data from three separate trials were analyzed. All participants were novices (n = 28), followed the same curriculum on the fundamentals of laparoscopic surgery suturing model, and were tested in the animal operating room (OR) on a Nissen fundoplication model after training. Performance and workload scores were recorded at baseline, after proficiency achievement, and during the test. Performance, NASA-TLX scores, and inadvertent injuries during the test were analyzed and compared. Workload scores declined during training and mirrored performance changes. NASA-TLX scores correlated significantly with performance scores (r = -0.5, P < 0.001). Participants with higher workload scores caused more inadvertent injuries to adjacent structures in the OR (r = 0.38, P < 0.05). Increased mental and physical workload scores at baseline correlated with higher workload scores in the OR (r = 0.52-0.82; P < 0.05) and more inadvertent injuries (r = 0.52, P < 0.01). Increased workload is associated with inferior task performance and higher likelihood of errors. The NASA-TLX questionnaire accurately reflects workload changes during simulator training and may identify individuals more likely to experience high workload and more prone to errors during skill transfer to the clinical environment.

  8. Light field and water clarity simulation of natural environments in laboratory conditions

    NASA Astrophysics Data System (ADS)

    Pe'eri, Shachak; Shwaery, Glenn

    2012-06-01

    Simulation of natural oceanic conditions in a laboratory setting is a challenging task, especially when that environment can be miles away. We present an attempt to replicate the solar radiation expected at different latitudes with varying water clarity conditions up to 30 m in depth using a 2.5 m deep engineering tank at the University of New Hampshire. The goals of the study were: 1) to configure an underwater light source that produced an irradiance spectrum similar to natural daylight with the sun at zenith and at 60° under clear atmospheric conditions, and 2) to monitor water clarity as a function of depth. Irradiance was measured using a spectra-radiometer with a cosine receiver to analyze the output spectrum of submersed lamps as a function of distance. In addition, an underwater reflection method was developed to measure the diffuse attenuation coefficient in real time. Two water clarity types were characterized, clear waters representing deep, open-ocean conditions, and murky waters representing littoral environments. Results showed good correlation between the irradiance measured at 400 nm to 600 nm and the natural daylight spectrum at 3 m from the light source. This can be considered the water surface conditions reference. Using these methodologies in a controlled laboratory setting, we are able to replicate illumination and water conditions to study the physical, chemical and biological processes on natural and man-made objects and/or systems in simulated, varied geographic locations and environments.

  9. Route complexity and simulated physical ageing negatively influence wayfinding.

    PubMed

    Zijlstra, Emma; Hagedoorn, Mariët; Krijnen, Wim P; van der Schans, Cees P; Mobach, Mark P

    2016-09-01

    The aim of this age-simulation field experiment was to assess the influence of route complexity and physical ageing on wayfinding. Seventy-five people (aged 18-28) performed a total of 108 wayfinding tasks (i.e., 42 participants performed two wayfinding tasks and 33 performed one wayfinding task), of which 59 tasks were performed wearing gerontologic ageing suits. Outcome variables were wayfinding performance (i.e., efficiency and walking speed) and physiological outcomes (i.e., heart and respiratory rates). Analysis of covariance showed that persons on more complex routes (i.e., more floor and building changes) walked less efficiently than persons on less complex routes. In addition, simulated elderly participants perform worse in wayfinding than young participants in terms of speed (p < 0.001). Moreover, a linear mixed model showed that simulated elderly persons had higher heart rates and respiratory rates compared to young people during a wayfinding task, suggesting that simulated elderly consumed more energy during this task. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. Dynamic Task Allocation in Multi-Hop Multimedia Wireless Sensor Networks with Low Mobility

    PubMed Central

    Jin, Yichao; Vural, Serdar; Gluhak, Alexander; Moessner, Klaus

    2013-01-01

    This paper presents a task allocation-oriented framework to enable efficient in-network processing and cost-effective multi-hop resource sharing for dynamic multi-hop multimedia wireless sensor networks with low node mobility, e.g., pedestrian speeds. The proposed system incorporates a fast task reallocation algorithm to quickly recover from possible network service disruptions, such as node or link failures. An evolutional self-learning mechanism based on a genetic algorithm continuously adapts the system parameters in order to meet the desired application delay requirements, while also achieving a sufficiently long network lifetime. Since the algorithm runtime incurs considerable time delay while updating task assignments, we introduce an adaptive window size to limit the delay periods and ensure an up-to-date solution based on node mobility patterns and device processing capabilities. To the best of our knowledge, this is the first study that yields multi-objective task allocation in a mobile multi-hop wireless environment under dynamic conditions. Simulations are performed in various settings, and the results show considerable performance improvement in extending network lifetime compared to heuristic mechanisms. Furthermore, the proposed framework provides noticeable reduction in the frequency of missing application deadlines. PMID:24135992

  11. Task-dependent changes of corticospinal excitability during observation and motor imagery of balance tasks.

    PubMed

    Mouthon, A; Ruffieux, J; Wälchli, M; Keller, M; Taube, W

    2015-09-10

    Non-physical balance training has demonstrated to be efficient to improve postural control in young people. However, little is known about the potential to increase corticospinal excitability by mental simulation in lower leg muscles. Mental simulation of isolated, voluntary contractions of limb muscles increase corticospinal excitability but more automated tasks like walking seem to have no or only minor effects on motor-evoked potentials (MEPs) evoked by transcranial magnetic stimulation (TMS). This may be related to the way of performing the mental simulation or the task itself. Therefore, the present study aimed to clarify how corticospinal excitability is modulated during AO+MI, MI and action observation (AO) of balance tasks. For this purpose, MEPs and H-reflexes were elicited during three different mental simulations (a) AO+MI, (b) MI and (c) passive AO. For each condition, two balance tasks were evaluated: (1) quiet upright stance (static) and (2) compensating a medio-lateral perturbation while standing on a free-swinging platform (dynamic). AO+MI resulted in the largest facilitation of MEPs followed by MI and passive AO. MEP facilitation was significantly larger in the dynamic perturbation than in the static standing task. Interestingly, passive observation resulted in hardly any facilitation independent of the task. H-reflex amplitudes were not modulated. The current results demonstrate that corticospinal excitability during mental simulation of balance tasks is influenced by both the type of mental simulation and the task difficulty. As H-reflexes and background EMG were not modulated, it may be argued that changes in excitability of the primary motor cortex were responsible for the MEP modulation. From a functional point of view, our findings suggest best training/rehabilitation effects when combining MI with AO during challenging postural tasks. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.

  12. Object Transportation by Two Mobile Robots with Hand Carts

    PubMed Central

    Hara, Tatsunori

    2014-01-01

    This paper proposes a methodology by which two small mobile robots can grasp, lift, and transport large objects using hand carts. The specific problems involve generating robot actions and determining the hand cart positions to achieve the stable loading of objects onto the carts. These problems are solved using nonlinear optimization, and we propose an algorithm for generating robot actions. The proposed method was verified through simulations and experiments using actual devices in a real environment. The proposed method could reduce the number of robots required to transport large objects with 50–60%. In addition, we demonstrated the efficacy of this task in real environments where errors occur in robot sensing and movement. PMID:27433499

  13. Object Transportation by Two Mobile Robots with Hand Carts.

    PubMed

    Sakuyama, Takuya; Figueroa Heredia, Jorge David; Ogata, Taiki; Hara, Tatsunori; Ota, Jun

    2014-01-01

    This paper proposes a methodology by which two small mobile robots can grasp, lift, and transport large objects using hand carts. The specific problems involve generating robot actions and determining the hand cart positions to achieve the stable loading of objects onto the carts. These problems are solved using nonlinear optimization, and we propose an algorithm for generating robot actions. The proposed method was verified through simulations and experiments using actual devices in a real environment. The proposed method could reduce the number of robots required to transport large objects with 50-60%. In addition, we demonstrated the efficacy of this task in real environments where errors occur in robot sensing and movement.

  14. Virtual street-crossing performance in persons with multiple sclerosis: Feasibility and task performance characteristics.

    PubMed

    Stratton, M E; Pilutti, L A; Crowell, J A; Kaczmarski, H; Motl, R W

    2017-01-02

    Multiple sclerosis (MS) is a neurological disease that commonly results in physical and cognitive dysfunction. Accordingly, MS might impact the ability to safely cross the street. The purpose of this study was to examine the feasibility of a simulated street-crossing task in persons with MS and to determine differences in street-crossing performance between persons with MS and non-MS controls. 26 participants with MS (median Expanded Disability Status Scale [EDSS] score = 3.5) and 19 controls completed 40 trials of a virtual street-crossing task. There were 2 crossing conditions (i.e., no distraction and phone conversation), and participants performed 20 trials per condition. Participants were instructed that the goal of the task was to cross the street successfully (i.e., without being hit be a vehicle). The primary outcome was task feasibility, assessed as completion and adverse events. Secondary outcomes were measures of street-crossing performance. Overall, the simulated street-crossing task was feasible (i.e., 90% completion, no adverse events) in participants with MS. Participants with MS waited longer and were less attentive to traffic before entering the street compared with controls (all P < .05). Participants with MS also took longer to cross the street and were closer to oncoming vehicles when exiting the street compared to controls (all P < .05). When distracted, all participants took longer to initiate crossing, took longer to cross the street, and made more head turns while crossing (all P < .05). There were no significant group by condition interaction effects (all P > .05). A virtual street-crossing task is feasible for studying street-crossing behavior in persons with mild MS and most individuals with moderate MS. Virtual street-crossing performance is impaired in persons with MS compared to controls; however, persons with MS do not appear to be more vulnerable to a distracting condition. The virtual reality environment presents a safe and useful setting for understanding pedestrian behavior in persons with MS.

  15. Rater Training to Support High-Stakes Simulation-Based Assessments

    PubMed Central

    Feldman, Moshe; Lazzara, Elizabeth H.; Vanderbilt, Allison A.; DiazGranados, Deborah

    2013-01-01

    Competency-based assessment and an emphasis on obtaining higher-level outcomes that reflect physicians’ ability to demonstrate their skills has created a need for more advanced assessment practices. Simulation-based assessments provide medical education planners with tools to better evaluate the 6 Accreditation Council for Graduate Medical Education (ACGME) and American Board of Medical Specialties (ABMS) core competencies by affording physicians opportunities to demonstrate their skills within a standardized and replicable testing environment, thus filling a gap in the current state of assessment for regulating the practice of medicine. Observational performance assessments derived from simulated clinical tasks and scenarios enable stronger inferences about the skill level a physician may possess, but also introduce the potential of rater errors into the assessment process. This article reviews the use of simulation-based assessments for certification, credentialing, initial licensure, and relicensing decisions and describes rater training strategies that may be used to reduce rater errors, increase rating accuracy, and enhance the validity of simulation-based observational performance assessments. PMID:23280532

  16. Integration of communications and tracking data processing simulation for space station

    NASA Technical Reports Server (NTRS)

    Lacovara, Robert C.

    1987-01-01

    A simplified model of the communications network for the Communications and Tracking Data Processing System (CTDP) was developed. It was simulated by use of programs running on several on-site computers. These programs communicate with one another by means of both local area networks and direct serial connections. The domain of the model and its simulation is from Orbital Replaceable Unit (ORU) interface to Data Management Systems (DMS). The simulation was designed to allow status queries from remote entities across the DMS networks to be propagated through the model to several simulated ORU's. The ORU response is then propagated back to the remote entity which originated the request. Response times at the various levels were investigated in a multi-tasking, multi-user operating system environment. Results indicate that the effective bandwidth of the system may be too low to support expected data volume requirements under conventional operating systems. Instead, some form of embedded process control program may be required on the node computers.

  17. A Comparison of Three Determinants of an Engagement Index for Use in a Simulated Flight Environment

    NASA Technical Reports Server (NTRS)

    Hitt, James M., II

    1995-01-01

    The following report details a project design that is to be completed by the end of the year. Determining how engaged a person is at a task is rather difficult. There are many different ways to assess engagement. One such method is to use psychophysical measures. The current study focuses on three determinants of an engagement index proposed by researchers at NASA-Langley (Pope, A. T., Bogart, E. H., and Bartolome, D. S., 1995). The index (20 Beta/(Alpha+Theta)) uses EEG power bands to determine a person's level of engagement while performs a compensatory tracking task. The tracking task switches between manual and automatic modes. Participants each experience both positive and negative feedback within each trial of the three trials. The tracking task is altered in terms of difficulty depending on the participants current engagement index. The rationale of this study is to determine the optimal level of engagement to gain peak performance. The three determinants are based on an absolute index which differs from the past research which uses a slope index.

  18. Keep it simple - A case study of model development in the context of the Dynamic Stocks and Flows (DSF) task

    NASA Astrophysics Data System (ADS)

    Halbrügge, Marc

    2010-12-01

    This paper describes the creation of a cognitive model submitted to the ‘Dynamic Stocks and Flows’ (DSF) modeling challenge. This challenge aims at comparing computational cognitive models for human behavior during an open ended control task. Participants in the modeling competition were provided with a simulation environment and training data for benchmarking their models while the actual specification of the competition task was withheld. To meet this challenge, the cognitive model described here was designed and optimized for generalizability. Only two simple assumptions about human problem solving were used to explain the empirical findings of the training data. In-depth analysis of the data set prior to the development of the model led to the dismissal of correlations or other parametric statistics as goodness-of-fit indicators. A new statistical measurement based on rank orders and sequence matching techniques is being proposed instead. This measurement, when being applied to the human sample, also identifies clusters of subjects that use different strategies for the task. The acceptability of the fits achieved by the model is verified using permutation tests.

  19. Assessment of simulation fidelity using measurements of piloting technique in flight

    NASA Technical Reports Server (NTRS)

    Clement, W. F.; Cleveland, W. B.; Key, D. L.

    1984-01-01

    The U.S. Army and NASA joined together on a project to conduct a systematic investigation and validation of a ground based piloted simulation of the Army/Sikorsky UH-60A helicopter. Flight testing was an integral part of the validation effort. Nap-of-the-Earth (NOE) piloting tasks which were investigated included the bob-up, the hover turn, the dash/quickstop, the sidestep, the dolphin, and the slalom. Results from the simulation indicate that the pilot's NOE task performance in the simulator is noticeably and quantifiably degraded when compared with the task performance results generated in flight test. The results of the flight test and ground based simulation experiments support a unique rationale for the assessment of simulation fidelity: flight simulation fidelity should be judged quantitatively by measuring pilot's control strategy and technique as induced by the simulator. A quantitative comparison is offered between the piloting technique observed in a flight simulator and that observed in flight test for the same tasks performed by the same pilots.

  20. Social Network Modeling and Simulation of Integrated Resilient Command and Control (C2) in Contested Cyber Environments

    DTIC Science & Technology

    2011-12-09

    traced to non-state actors it provided the impetus to the creation of Joint Task Force Computer Network Defense (JTF-CND). Since the creation of JTF...telecommunications and IT systems. One of those many efforts by the USAF has been the creation of the 24th Air Force (24th AF), also known as US Air Force...Support For Organizational Structures, Policies, Technologies and People to Improve Resilience Prior to creation of USCYBERCOM, responsibility for

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