bluuebunny/crossref_metadata_2025 huggingface dataset:
Body Orientation and the Perception of Spatial Auditory and Tactile Cues
Authors: Terrence Peter I. , Brill J. Christopher , Gilson Richard D.
Published: January 2012

This study investigated the effects of five body orientations (supine, kneeling, sitting, standing, and prone) on perception of spatial auditory and spatial tactile cues along eight equidistant points (45° separation) of the azimuth, using a within-participant design. Participants (N = 30) used a graphics tablet and stylus to indicate the perceived direction indicated by either vibrotactile stimuli applied to the abdomen, or spatial auditory stimuli presented via headphones. Response time data show responses to spatial tactile cues were significantly faster than spatial auditory cues at each body position and for each point along the azimuth, with no significant effects of body orientation. Absolute angle differences between presented and perceived cues were significantly smaller in the tactile condition for five of the eight stimulus positions, with no significant effects of body orientation. Results are discussed in terms of designing multi-sensory directional cues for reducing visual search space for dismounted soldiers
An Ergonomic Computer Keyboard for Conventional, Straight Keyboard Users: Ergonomic Research in Generative Product Design
Authors: McLoone Hugh E. , Jacobson Melissa , Clark Peter , Opina Ryan
Published: January 2012

Straight, conventional keyboards are still the most popular design among those shipped with new personal computer sales and standalone keyboard retail sales. Many keyboard users are reluctant to switch to a more ergonomic keyboard – designs that reduce awkward wrist postures. Ergonomic research led to a design of a new keyboard providing more ergonomic benefit to the masses of conventional, straight keyboard users while being equally or even more preferred. The result was a keyboard: Microsoft Comfort Curve ® Keyboard, designed with a subtle split angle of 12° (instead of 24° of traditional ergonomic keyboards), extending the keys' sizes within this split. The design goals were to reduce ulnar deviation and to maintain approachability and typing performance.
Underlying Theories of Hedonomics for Affective and Pleasurable Design
Authors: Helander Martin G. , Khalid Halimahtun M.
Published: January 2012

This paper summarizes underlying theories from psychology that can contribute to the further development of the science of Hedonomics. The methodology in this emerging area is immature. Although we do not know fully understand the mechanics of He-donomics, we can measure emotions and apply the results in designing artifacts which hopefully will be affective and pleasurable. A model for design of pleasurable artifacts and tasks is presented.
Determination of Trackball and End Effector Diameters in Laparoscopic Tools
Authors: Trejo A.E. , Jung M.-C. , Hallbeck M.S.
Published: January 2012

As part of a continuous effort of reaching the optimal use of the intuitool, a study was conducted to identify the optimal diameter combination between the trackball and the end effector ball. The task was to simulate the end effector movement during an operation, using different diameter combinations. Twenty students performed the trackball-controlling tasks to move the end effector from an initial position to designated circular-shaped targets. The trackball diameters were 19 mm and 40 mm, and those of the end effector balls were 3 mm, 5 mm, and 10 mm. There were four targets: right, left, up, and down. Travel time, accuracy, and trail deviation were measured as independent variables. Accuracy was not a significant factor showing that all participants followed instructions to reach each target as accurately as possible. The time to reach the target depended both on target location and trackball to end effector ratio individually and in their interaction. It was quickest to get to the upper target compared to all other locations. Trial deviation depended only on the target position and the target location and ratio interaction. The performance of going in a straight line was best for the left and right directions as opposed to up and down using the trackball.
Ergonomics Evaluation of the Use of a Handled Shower-Cleaning Tool
Authors: Janowitz Ira , Goldner Gary Urbiel , Scott Sarah S.
Published: January 2012

Cleaning a bathroom presents several risk factors for acute and cumulative musculoskeletal injury. This study attempted to determine if using a handled tool while cleaning a typical North American bathtub/shower combination reduces the stress placed on the musculoskeletal system when compared to the use of a spray cleaner and sponge. Nineteen right-handed female subjects cleaned a systematically dirtied shower/bathtub combination using a sponge and a handled tool 21 inches long. The subjects' rated their perceived strain and effort both during and after cleaning. Videotape was obtained simultaneously from three cameras at different locations in the test bathroom and subsequently analyzed for postural data. Subjective responses indicated that subjects felt more comfortable while using the handled tool, and the majority of respondents said they preferred it to a typical sponge and spray cleaner. Postural analysis clearly indicated that the handled tool allowed users to remain in more neutral wrist, shoulder, and trunk postures a greater percentage of the time, and enabled them to remain in less awkward, more stable foot and lower extremity positions. The handled tool significantly reduced the percentage of time that subjects spent cleaning the bathtub, but not the entire shower enclosure.
Human Factors in Digital Rights Management for Consumer Products
Authors: Resnick Marc L
Published: January 2012

Digital Rights Management (DRM) is a means through which copyrights can be protected using technology rather than the legal system. It is controversial because it allows content creators to control the level of access that users have to content they have purchased to a much greater degree than ever before. In additional to preventing illegal piracy, DRM allows content creators to prohibit the “Fair Uses” that the legal system has consistently protected. Human factors practitioners involved in the design of electronic devices that use copyrighted media, including computers, music players, gaming systems, cell phones, digital video recorders, and others, must recognize the effects of DRM on consumer product design. When analyzing user requirements, the interaction between DRM software and user behaviors must be considered. User interfaces should be designed to make the constraints imposed by DRM and the access that is supported easily visible. Including a consideration of DRM and its interactions with interface design will increase the likelihood that consumer electronics are successful.
Muscular Forces and Joint Angles in Small-Handed Pianists: A Pilot Study on the 7/8 Size Keyboard versus the Full Size Keyboard
Authors: Wristen B.G. , Wismer A.K.G. , Jung M.-C , Hallbeck M.S.
Published: January 2012

This pilot study examined whether the use of a 7/8 keyboard contributed to the physical ease of small-handed pianists in comparison with the conventional piano keyboard. A secondary research question focused on the transition from one keyboard to the other. For the purposes of this study, we adopted David Steinbuhler's postulated hand span of 8 inches or less as defining a “small-handed' pianist. The goal was to measure muscle loading and hand span during performance of the excerpt. Data collection included each participant being monitored using electromyography via surface electrodes, which were attached to the upper back/shoulder, parts of the hand and arm, and the masseter muscle of the jaw. Subjects were also fitted with electrogoniometers to capture how the span from the first metacarpophalangeal (MCP) joint to the fifth MCP joint moved according to performance demands, as well as recording wrist flexion and extension, radial and ulnar deviation. The findings were that small-handed pianists preferred the smaller keyboard and were able to transition smoothly between it and the conventional keyboard. The maximal angle of hand span while playing a difficult piece averaged about 5° smaller on the radial side and 10° smaller on the ulnar side for the 7/8 keyboard, leading to perceived comfort (ease) and better performance as rated by the subjects.
The Effect of Social Proof on Weather-Related Decision Making in Aviation
Authors: Facci Eugenio L. , Bell Meredith A. , Nayeem Razia
Published: January 2012

This paper examines several accident reports to investigate how a pilot's decision-making is influenced by the decisions made by pilots flying in her/his proximity. Among all the possible theories on influence we frame the problem in terms of Cialdini's (1993) concept of social proof, one that seems particularly appropriate for the analysis of accidents that occurred under deteriorating weather conditions in high-density terminal areas. In the paper we argue that, under those conditions, a very critical moment occurs when pilots should start making no-go or divert decisions after a stream of successful takeoffs and landings has been conducted. Following our examination, we highlight potential streams of research that may yield significant results in this area.
Achieving Success in the HF/E Field: Expert Advice on How to Become a Future Expert
Authors: Creaser Janet I. , Lund Arnold M. , English Jeff , Shapiro Ronald G. , Andre Anthony D.
Published: January 2012

Welcome to the 12th Annual Human Factors and Ergonomics Career Panel. This year, the panel will impart wisdom on achieving expertise in the HF/E field. First, Jeff English defines for us what it means to be an expert and the steps to take on the journey to expertise. Arnold Lund describes the ingredients individuals possess that help them on their way to expertise and success. Ronald Shapiro will help you conduct a reality check of how you personally define success and set goals to achieve that success. Anthony Andre provides tips for new graduates on getting a job in a market that is increasingly emphasizing experience. Finally, Janet Creaser has a few words about some of the advice she has put into practice in the past two years.
Driver Inattention: A Contributing Factor to Crashes and Near-Crashes
Authors: Klauer Sheila G. , Neale Vicki L. , Dingus Thomas A. , Ramsey David , Sudweeks Jeremy
Published: January 2012

Driver distraction, or inattention, has been receiving wide media attention recently as many state legislatures are considering various levels of restricting cell phone use. Research has been conducted using a variety of experimental methods to determine the level of risk associated with driving inattention. While most of this research suggests that inattention impairs driving, there have been no studies to directly link driving inattention to crashes. Data from the 100-Car Naturalistic Driving Study, an instrumented vehicle study for which data was collected on 100 drivers in the Washington, DC metropolitan area for 12 months, were used in the following analyses. Crashes and near-crashes were identified in the data using post-hoc triggers based upon driving performance metrics, (i.e. hard braking). Results suggest that inattention contributed to 78% of all crashes collected over the 12 month data collection period.
Size Isn't Everything: The Effects of Size and Brightness of Retroreflective Materials on Nighttime Conspicuity
Authors: Cassidy Paul E. , Brooks Brian E. , Anderson Nathan J.
Published: January 2012

To increase their level of conspicuity, emergency response personnel wear Personal Protective Equipment (PPE) with retroreflective materials. That is, retroreflective materials increase the probability that oncoming motorists will see them. The goal of the current study was to provide empirical evidence regarding the relative nighttime conspicuity of conventional-trim retroreflective patterned garments (which have retroreflective material concentrated on specific portions of the garment) and area-retroreflective patterned garments (which have retroreflective material distributed evenly across the surface area of the garments). The question of interest was whether trim and area-reflective garments that reflect the same amount of light (i.e., equal RI values) provide equivalent conspicuity. At night, subjects seated in the passenger seat of cars approaching a live simulated roadway accident scene attempted to detect and recognize a human form in the road. Across three different levels of RI, the results demonstrate that when area reflective and trim garments reflect the same overall amount of light, area reflective garments provide lower levels of conspicuity than do conventional trim garments. These results suggest that, under the conditions of the current study, the brightness per unit area of retroreflective material needs to be considered rather than simply considering the total brightness of the garment independent of the size of the retroreflective surface-area.
Multimodal Warnings: Curve-Warning Design
Authors: Neurauter M. Lucas
Published: January 2012

This proof-of-concept study evaluated appropriate modalities and respective stimuli for a curvewarning application. Objective and subjective measurements were collected in a simulator environment to compare conditions comprised of multiple stimuli from auditory (icon, tone, or speech), visual (Heads Down Display [HDD] or Heads Up Display [HUD]), and haptic (throttle push-back) modalities. The speech stimulus was shown to be the most appropriate auditory stimulus both objectively and subjectively. The HDD and HUD were found to be comparable in terms of objective performance, although the HDD ranked higher for subjective measurements. The throttle push-back had little positive impact on performance, which combined with subjective findings, makes it less suitable for a curve-warning application. The Speech and HDD condition was the most effective combination of two and three modalities examined.
Can Sea Bands® be Used to Mitigate Simulator Sickness?
Authors: Wesley Amy D. , Tengler Steve
Published: January 2012

A North American tier-one automotive supplier (TOAS) conducted a study in 2002 using a vehicle driving simulator to study simulator sickness. The goal of the study was to explore a mitigation technique to lessen the severity of simulator sickness symptoms for older participants using the FDA-approved Sea Bands® acupressure wrist bands. The study revealed that the acupressure wrist bands may be an effective method for managing simulator sickness among older participants.
Measuring Distraction: Task Duration and the Lane-Change Test (LCT)
Authors: Burns Peter C. , Trbovich Patricia L. , McCurdie Tara , Harbluk Joanne L.
Published: January 2012

Considerable research activity (e.g., HASTE, CAMP, ADAM projects) is currently focused on producing protocols for assessing the distraction potential of in-vehicle tasks and devices. The Lane Change Test (LCT) is a relatively simple and low cost standardized test scenario designed for measuring driver distraction. The purpose of the present study was to evaluate the LCT's ability to discriminate between different secondary tasks with different levels of workload. The LCT was used to assess the driving performance of twenty-one drivers while they performed typical navigation tasks, Point of Interest (POI) Entry and Destination Entry, each with a low and high workload version. The experimental set up included a steering wheel, foot pedals, monitor, computer and navigation system, all off the shelf. The results indicated that the LCT is a sensitive measure of driver distraction. The participants showed greater mean deviation in lane change path when driving while performing a secondary task (i.e., calibration and navigation tasks) than when driving without performing a secondary task (i.e., baseline). When driving while performing secondary tasks, drivers showed differences in lane change path deviations as a function task type and task complexity. These differences were also reflected in participants mean task time to complete the secondary tasks. The present research provides evidence that the LCT metric of lane change path deviations discriminates between different types and complexity levels of secondary tasks, and that these differences are a function of time taken to complete the secondary tasks.
Effects of Verbal and Spatial-Imagery Tasks on Drivers' Situation Awareness of Traffic Information
Authors: Zheng Xianjun Sam , McConkie George W. , Simons Daniel J.
Published: January 2012

Safe driving requires the driver to maintain situation awareness of dynamic traffic information, including surrounding vehicles' spatial information and other properties. Previous research has shown that performing mental secondary tasks drastically changes drivers' visual scanning behaviors (Recarte & Nunes, 2000). But it remains unclear whether the modified visual scanning pattern results in deterioration in drivers' situation awareness of surrounding traffic. More specifically whether different aspects of drivers' situation awareness would be affected by secondary tasks differently, or whether different types of secondary task would interact with the different aspects of the situation awareness. This study employed a change detection paradigm (Zheng, McConkie, & Tai, 2003) to investigate these questions in a simulated dynamic driving environment. The results showed the general negative effect of secondary tasks on the driver's situation awareness, with the spatial-imagery task producing greater interference than the verbal task. Moreover, both secondary tasks interfere more with the detection of the vehicle location displacements than with the detection of the vehicle color or identity changes.
NASA Standard 3000 Human Systems Integration Standards (HSIS) Update
Authors: Connolly Janis H. , Arch M.
Published: January 2012

NASA Standard 3000 - Human Systems Integration Standards (HSIS) — is a comprehensive collection of human-system interface requirements applicable to launch, entry, on-orbit, and extraterrestrial space environments. The entire document, intended for use by design engineers, systems engineers, maintainability engineers, operations analysts, human factors specialists, and others engaged in the definition and development of human space programs, was last updated in 1995. During the past four years, NASA Technology Development Projects have targeted the development of an infrastructure to successfully convert the existing document to a web-based application, and content updates have been proposed based on current knowledge from spaceflight experience or research. Electronic presentation, hyperlinked data cross-references and Internet publication will provide a variety of output products and/or presentation formats tailored to various user communities. The intent is to provide current, relevant data, maximize user access to current SHFE data via Internet distribution and transition to a “living document”, readily updateable as SHFE knowledge increases.
Application of Cognitive Task Analysis in User Requirements Definition and Prototype Design
Authors: Kancler David E. , Gorman Megan E. , McWesler Mary , Bachmann Scott , Stimson Darryl , Curtis Christopher , Randall Capt Christian , Tidball Capt Brian
Published: January 2012

The Aircraft Maintenance Intuitive Troubleshooting (AMIT) project is a three-year Air Force Research Laboratory (AFRL) effort headed by the Logistics Readiness Branch, Warfighter Readiness Research Division, Human Effectiveness Directorate (HEAL) through NCI Information Systems, Inc, with the support of the University of Dayton Research Institute (UDRI). AMIT's goal is to support aircraft maintenance technicians by providing the right information, appropriate to their experience level, so they will more efficiently and effectively complete their task. Multiple data collection strategies were adopted, including an extensive literature review, a series of process interviews, and a progression of CTA interviews. The CTA effort was designed to capture where the process is inadequate or breaks down. Areas of the maintenance process identified as most challenging includes debrief, problem duplication, and troubleshooting. Resulting design recommendations include Graphical System Representations, electronic technical orders, electronic wiring diagrams, access to other information sources, and application of case based reasoning.
Human Factors and Trainability of Piloting a Simulated Micro Unmanned Aerial Vehicle
Authors: Neumann John L. , Durlach Paula J.
Published: January 2012

In 2004, the U.S. Army Research Institute's (ARI) Simulator Systems Research Unit began studies involving the training requirements for operators of a micro-unmanned aerial vehicle (MAV). Our research involved the use of a touch-screen operator control interface developed for the DARPA MAV Advanced Technology Demonstration. This control system allowed operators to plan and run autonomous flight missions or to tele-operate a simulated MAV around a static synthetic environment. An initial study focused primarily on the usability of the system. Extensive heuristic evaluations were conducted by seven volunteers with backgrounds in human factors and military training systems. Each evaluator completed a self-paced training session including exercises that tested their ability to perform various control functions. Lack of immediate feedback from touch-screen inputs and missing or obscure status information formed the basis of several of the usability issues. Manually piloting the MAV presented the most difficulty to operators. As such, a second study was conducted that focused specifically on manual control tasks. In this study, participants were trained on manual control of the MAV, and then completed four increasingly difficult missions, requiring them to pilot the vehicle through the synthetic environment. This experiment was designed to compare the effect of supplemental sensor imagery on mission performance. During Study 1, operators could choose to view a sensor image taken from a fixed camera pointed 15 degrees below horizontal or straight down (90 degrees), but only one view was available at a time. During Study 2, operators were provided with three sensor views simultaneously. The 15-degree view was presented in a primary sensor window, and two additional views were displayed in smaller windows below it. The camera angle of one of these supplemental views was the manipulated independent variable — 30, 60, or 90 degrees from horizontal. The remaining window always contained an overhead satellite view (downward view from 5000 feet above the MAV). Data were collected on time to complete each mission, the number of physical interactions each user made with the interface, SME ratings, workload, and usability. Results indicated that mission requirements had a greater effect on performance and workload ratings than the camera angle of the supplemental view, though the camera angle of the supplemental view did affect mission time required to capture images of designated target buildings. Session averages of workload, usability, mission completion time, and SME rating were significantly inter-correlated. Higher SME ratings were associated with lower participant ratings of workload, shorter mission completion times, and higher usability ratings.
Scenarios as a Tool for Design Envisioning: Using the Case of New Sensor Technologies for Military Urban Operations
Authors: Schoenwald Joshua , Trent Stoney , Tittle James , Woods David
Published: January 2012

This paper describes the use of a collaborative envisioning tool to combine the goals of disparate communities concerning the role of new sensor technologies being deployed in Military Operations in Urban Terrain (MOUT). To do this, Cognitive Engineering intersects with the sensor development and military operations communities. Through the use of scenario-based design and the Topic Landscape tool, generic patterns provide seeds that help envision realistic futures of MOUT which are expressed in a narrative. These patterns provide insight on two levels: On one level they describe complexities inherent to all cognitive work, while on another level they provide insight about what makes MOUT difficult. The Topic Landscape is a collaborative tool that organizes information from a Cognitive Task Analysis of MOUT in many forms (text, graphics, video, etc.) from many contributors. This approach turns scenarios from a validation tool to an effective envisioning tool.
Constraint-Directed Performance Measurement for Large Tactical Teams
Authors: Fowlkes Jennifer , Owens Jerry , Hughes Corbin , Johnston Joan H. , Stiso Michael , Hafich Amanda , Bracken Kevin
Published: January 2012

Large tactical teams must demonstrate integrative performance as tens to thousands of operators perform within highly dynamic, complex, and unpredictable environments. The development of methods for capturing integrated performance and the achievement of team goals, while also allowing for and even embracing adaptive performance, is challenging. However, as Distributed Mission Training (DMT) systems continue to mature and are increasingly representative of important training opportunities in the military, diagnostic performance assessment systems are needed to ensure training quality. In this paper, we propose a methodological framework for team performance that is responsive to the performance measurement challenges found within DMT systems. The approach is illustrated within a U.S. Navy research and development program called Debriefing Distributed Simulation-Based Exercises (DDSBE).
A Human Systems Integration Method for Validating Team Performance Assessment within a Simulation-Based Training System
Authors: Johnston Joan H. , Vincenzi Dennis A. , Radtke Paul H.
Published: January 2012

Improving simulation-based training is the focus of a Navy program of research titled Debriefing Distributed Scenario-Based Exercises (DDSBE). DDSBE is intended to optimize training effectiveness by demonstrating improved methods and technologies for assessing team and multi-team performance, diagnosis routines, and debriefing templates. A main objective of the DDSBE program in spiral 1 was to test the training simulator capability to produce valid and reliable team performance assessments. This paper describes a human systems integration test methodology and an exploratory experiment that applied the methodology. The results showed excellent assessment validity and inter-rater reliability when a handheld PC was used to assess team task and teamwork behaviors in conjunction with an automated performance recording capability. The results of this analysis should provide guidance to simulation developers in designing distributed training that supports learning combat team skills.
Augmented Reality as a Training Medium for Aviation/Aerospace Application
Authors: Macchiarella Nickolas D. , Liu Dahai , Gangadharan Sathya N. , Vincenzi Dennis A. , Majoros Anthony E.
Published: January 2012

Augmented Reality (AR) has the potential to transform aviation/aerospace training by creating new mixed reality worlds that serve as a medium for gaining work related skills. AR is a mixed reality environment generated through machine vision and computer graphics technology that merges real and virtual objects in unified, spatially integrated scenes. Using AR to develop augmented scenes in a highly memorable framework can complement human information processing, and such a complement can reveal itself in training efficiency applicable to a wide variety of work related tasks. This research determined that AR-based learning affects long term memory by reducing the amount of information forgotten after a seven day intervening time between immediate recall testing and long term retention recall testing. Continuing research in the field of AR applications for training is necessary because of human variabilities, the potential for increased learning performance and significant decreases in training time.
Optimizing Training for Visual Discrimination Across Stimulus Categories
Authors: Brou Randy , Cross Ginger , Doane Stephanie , Garrison Teena
Published: January 2012

Discriminating between stimuli is a component of many complex tasks such as radar operations and flying an F-16. Previous research suggests that initial training difficulty may influence the acquisition and transfer of strategic discrimination skills for such tasks. The current research examined the extent to which strategies acquired during initial training may be transferred to novel stimuli. Participants were trained to discriminate between similar (difficult training) or dissimilar (easy training) stimuli and then were required to discriminate between completely novel stimuli. Of specific interest were the effects of strategic skills acquired in a difficult- or easy-training context on inter-categorical transfer performance. The results provided further evidence that initial training difficulty influences strategic skill acquisition and suggest that strategic skills are applied at transfer, even to a completely novel category of stimuli. The implications of this research are discussed in the context of learning theories and training.
Learning and Usability within a Virtual Reality Trainer for Medical Students
Authors: Stevens Susan M. , Goldsmith Timothy E. , Caudell Thomas P. , Alverson Dale C.
Published: January 2012

Virtual reality (VR) offers the potential to train medical students on high-risk situations. The current study investigated VR training of medical students to diagnose and treat a patient avatar experiencing a serious head injury. The user interface was investigated, including use of tools, comfort and VR locomotion, and found to be sufficiently high to warrant training within a medical curriculum. In addition, actual learning as a function of VR training was assessed by comparing medical students' knowledge structures to an expert knowledge structure before and after training. Students' knowledge structures became more similar to an expert's knowledge structure indicating that their conceptual understanding of core head-injury concepts increased as a result of VR training. The study was carried out under the auspices of Project TOUCH (Telehealth Outreach for Unified Community Health), a multi-year collaboration between The University of Hawaii (UH) and The University of New Mexico (UNM).
A Physiological Model of Cybersickness during Virtual Environment Interaction
Authors: Roberts W. Kendal , Gallimore Jennie J.
Published: January 2012

The challenges of measuring, managing, and predicting negative side effects (i.e. cybersickness) during virtual environment (VE) interaction and unwanted aftereffects continue to persist. Most assessments have been limited to subjective questionnaires. This study investigated the effects of VE interaction on nausea (gastric activity) and the development of a quantitative model affording cybersickness prediction. This cybersickness state estimation model (CSEM) offers a quantitative (i.e. physiological based) predictability to cybersickness. The model relates time, recordable gastric activity using electrogastrogram (EGG) measures as a physiological predictor and subjective sickness estimates. This work employs neural network algorithms to model user state associated with cybersickness. Neural network models were designed, trained, and tested to determine the network trainability and accuracy. Mean SSQ total severity scores indicate significant differences between conditions. All CSEM models had a low sum of squared error. The models were found to be accurate in predicting cybersickness from unseen data.
Business Case for Civil Aviation Human Factors
Authors: Krois Paul , Ahlstrom Ulf , Bürki-Cohen Judith , Jentsch Florian , Kanki Barbara , Lyall Beth , Manning Carol , King Ray
Published: January 2012

We examined how human factors research and engineering in addressing flight deck and air traffic control issues improves safety and provides tangible cost savings and cost avoidance for Federal Aviation Administration sponsors and industry. The agency spends a limited percentage of its annual budget on research and prioritizes these investments to ensure the best return. This research cuts across a range of human factors considerations spanning selection of applicants for air traffic controller jobs, flight simulator fidelity, generation of scenarios used in pilot training, a new evaluation tool for flight deck certification, design of flight deck operating documents, and design of an air traffic controller information display aid.
Examining the Viability of the Neisser Search Model in the Flight Domain and the Benefits of Highlighting in Visual Search
Authors: Nunes Ashley , Wickens Christopher , Yin Shanquin
Published: January 2012

We conducted four experiments to examine the visual search capability of pilots and examine how search times could be reduced, invoking the framework of Neisser's serial self terminating (SST) search model. In Experiment 1 which manipulated target presence and set size, our results show increases in response time as array size increases: an effect predicted by the SST model. In Experiment 2, we manipulated the background against which the visual search had to be performed. We found that the detrimental effects of array size on visual search time are maximal when the search is performed against maps, which have large quantities of terrain information. In Experiment 3, we sought to assess the degree to which high and low-lighting could be used to reduce the search times of pilots. We observed that although both high and lowlighting reduced the search times of pilots, the observed reductions were not predicted by the SST model. The advantage of highlighting elements of the target was shown in Experiment 4.
Ice Detection Capabilities under Aircraft Post Deicing Conditions
Authors: Sierra Edmundo A. , Bender Kimberlea , Marcil Isabelle , D'Avirro John , Pugacz Edward , Eyre Frank
Published: January 2012

Human visual and tactile ice detection capabilities while inspecting deiced aircraft surfaces have not been quantified. Six male professional deicers from AeroMag 2000 Montreal participated in the experiment. We used a cold chamber to simulate one of the conditions experienced in the operational deicing environment. Ice samples were created by APS Aviation on white painted aluminum panels. Ice thicknesses ranged from 0.2 mm to 1.0 mm and were covered with aircraft deicing fluid. We used a two-alternative forced-choice procedure in which we showed a deicer a panel, then a second panel, and finally asked him to indicate on which of the two ice was present. Our data showed that, within the range of thicknesses we presented, deicers were unable to visually detect ice of any thickness on the white painted panels, but could easily detect ice using a tactile check.
Night Vision Goggle External Lighting Effects
Authors: Craig Greg , Jennings Sion , Erdos Robert , Brulotte Michel , Macuda Todd , Carignan Stephan
Published: January 2012

The National Research Council of Canada, Transport Canada and the Federal Aviation Administration examined external lighting and night vision goggle interaction by quantifying the effects of incompatible lighting on visual acuity and recording pilot comments. Four observers and three sets of lights were tested using Landolt ring visual acuity charts created for distances of 15.2, 30.5 and 45.7 m. NVG compatible external lights provided consistent acuity scores in a symmetrically lit visual field. Acuity scores varied greatly with incompatible lights that caused an asymmetric viewing field. Implications for civil NVG operations are discussed.
Utilizing Ecological Perception to Support Precision Lunar Landing
Authors: Smith Cristin A. , Cummings M.L. , Forest Laura M. , Kessler Lauren J.
Published: January 2012

In this paper, we introduce the motivation for and design of and integrated flight instrument display component for use during vertical landing and hover operations of a future Lunar lander to support the vision to return to the Moon. A description of the human-system interface design approach to include a cognitive task analysis is outlined. The results of the analysis and the design of the resultant precision landing aid are discussed. The proposed integrated flight instrument display component, the Vertical Altitude and Velocity Indicator (VAVI), which leverages ecological perception through emergent features, is described in detail as well as the motivation and the rationale behind its design. The applicability of the precision landing aid to the aviation domain for use in V/STOL aircraft and rotorcraft is also discussed.
Evaluation of Onboard Taxi Guidance Support on Pilot Performance in Airport Surface Navigation
Authors: Lorenz Bernd , Biella Marcus
Published: January 2012

Advanced Surface Movement Guidance and Control Systems (A-SMGCS) comprise a range of new technologies for both the flight deck and ground air traffic control and is supposed to enable increased safety and a more efficient throughput at presently highly congested major airports. A flight deck A-SMGCS module is the onboard guidance system TARMAC-AS. This module consists of controller pilot data link communication (CPDLC) and an electronic moving map (EMM), which also serves as a cockpit display of traffic information (CDTI). TARMAC-AS is evaluated in an investigation involving 49 commercial pilots who performed a series of approach, landing and taxiing simulation trials under varied visibility, which were completed in a fixed-base cockpit simulator. Results support the notion that an EMM + CPDLC + CDTI improve the effectiveness of taxi navigation. A potential negative impact of observed increased head-down times to the compelling TARMAC display on unexpected outside scene obstacle detection was not substantiated.
Advanced Display Concepts for Uav Sensor Operations: Landmark Cues and Picture-in-Picture
Authors: Calhoun Gloria L. , Draper Mark H. , Nelson Jeremy T. , Ruff Heath A.
Published: January 2012

UAV video imagery quality can be compromised by narrow field-of-view, environmental conditions, bandwidth limitations, or a highly cluttered scene. Advanced display concepts (e.g., synthetic vision) can potentially ameliorate video characteristics and enhance UAV operations. This study evaluated three display concepts for improving UAV sensor operator situation awareness: virtual flags overlaid on landmarks, a synthetically-generated imagery border (picture-in-picture), and a display-fixed spatial orientation symbol. Sixteen participants searched for ground landmarks using a UAV-mounted gimbaled camera simulation. Results indicated that the display concepts show promise for improving UAV operations. In particular, virtual flags reduced landmark search times by 40–58%. Although the picture-in-picture concept did not improve performance, comments suggest an alternative instantiation of the concept will improve utility.
Comparing Two Kinematics Methods for Telerobotic Control Applications
Authors: Chintamani Keshav K. , Nawab Aditya K. , Pandy Abhilash K. , Ellis R. Darin , Cao Alex , Cao Gregory Auner
Published: January 2012

Two inverse kinematics algorithms were implemented in a tele-operated robot system and evaluated with a user performance study. The kinematics algorithms were designed such that the point of resolution (POR) of the robot arm's wrist and the end-effector was controlled by joysticks, one each for rotation and translation. Operator performance was evaluated with “peg-in-the-hole” type tasks using both the wrist and end-effector POR modes. Wrist kinematics resulted in faster performance times, however, with longer average distances traveled while the opposite effect was observed with end-effector kinematics. Reversal errors were present equally in both modes, while the end-effector mode showed higher 1-axis use of the joysticks. Implications for remote robotic operation design and kinematics are discussed.
The Importance of Determining Individual Operator Capabilities When Applying Adaptive Aiding
Authors: Wilson Glenn F. , Russell Christopher A. , Davis Iris
Published: January 2012

Performance was significantly improved in an Uninhabited Air Vehicle (UAV) task when individually determined task difficulty levels were used to present psychophysiologically controlled adaptive aiding. Previous research in our laboratory demonstrated that the benefit of adaptive aiding varied according to the operator's skill level when a common task difficulty was used for all operators. In the present study the difficult task level was determined for each operator. An average task difficulty level was also used. The best performance occurred when adaptive aiding was presented based upon psychophysiological data submitted to an artificial neural network when the implementation level was individually determined for each operator. Performance improvement using the mean difficulty level was lower as were the results when the adaptive aiding was randomly presented. Individual cognitive capability must be considered to achieve optimal performance via adaptive aiding.
Pilot Performance Controlling Multiple Rovs in Terminal Airspace and Strategies for Managing them
Authors: Vu Kim-Phuong L. , Dion Marshall , Chambers Vanessa , Ngo Thuan K. , Nelson Deborah , Kraft Jerome , Strybel Thomas Z. , Battiste Vernol
Published: January 2012

This paper is based on a demonstration of a distributed simulation conducted between the Flight Deck Display Research Laboratory (FDDRL) of NASA Ames Research Center and the Center for the Study of Advanced Aeronautic Technologies (CSAAT) at California State University, Long Beach. Simulated ROVs were flown in terminal airspace for the purpose of determining the feasibility of flying ROVs through commercial traffic. Pilots, with glass cockpit experience, were required to fly one or two ROVs in simulated airspace over water reservoirs near DFW airport, with the major goal of avoiding the approach traffic while patrolling Grapevine and nearby lakes. This paper will focus on pilot performance and strategies for controlling single versus multiple ROVs. Results showed that pilots had a difficult time patrolling the lake without losing separation from the approach traffic. However, their performance did improve after practice. Cooper-Harper workload ratings showed that pilots experienced higher workload when controlling two ROVs compared to one, especially in high traffic, which matches the performance data. Strategies for control of multiple ROVs are discussed.
Impact of Auditory and Visual Distractors upon Manual Assembly Task Learning among Older Workers with Different Levels of Spatial Reasoning and Field Dependence
Authors: Wiker S. F. , Schwerha Diana , Jaraiedi Majid
Published: January 2012

We examined the impact of age upon learning a manual assembly task in the presence of visual and auditory distractors in males and females ranging in age between 18 and 65 years. Task learning, as measured by time to asymptote as well as error rate. Both metrics were affected by distractors when both auditory and visual distraction loads were present, and only in older subjects who possessed low spatial reasoning ability. Older subjects who possessed excellent spatial reasoning capability performed competitively with younger subjects. Recommendations for use of spatial reasoning and field dependence in future aging-related psychomotor task learning research are provided and practical use of these findings are discussed.
Misuse of Automated Aids in Process Control: Complacency, Automation Bias and Possible Training Interventions
Authors: Manzey Dietrich , Bahner J. Elin , Hueper Anke-Dorothea
Published: January 2012

One important aspect of automation misuse is reflected in an inappropriate monitoring or checking of automated functions, a phenomenon that commonly has been referred to as complacency. The present study investigates complacency effects in interaction with an automated aid in a process control simulation task, as well as its possible performance consequences, i.e. automation bias in terms of commission errors, and impairments of return-to-manual-performance in case of automation breakdown. Furthermore, the effect of a specific training intervention to reduce complacency by exposing participants intentionally to automation failures is investigated. The results provide clear evidence for complacency effects, reflected in an insufficient verification of recommendations provided by the automated aid. Yet, only very high levels of complacency were associated with commission errors, i.e. following an automated advice although it actually is wrong. Exposing operators intentionally to automation failures during training significantly reduced the complacency effect but did not prevent it completely.
Expertise Levels of Human versus Automated Decision Aids Influence Response Biases in a Visual Search Task
Authors: Madhavan Poornima , Wiegmann Douglas A.
Published: January 2012

Studies have demonstrated that humans appear to apply norms of human-human interaction to interaction with automated decision aids. We examined the differences in perceptions of automation vs. humans when the expertise and reliability of these advisers varied. Participants (n = 180) performed a luggage-screening task with the assistance of human or automated advisers that differed in pedigree (expert vs. novice) and reliability (high vs. low), but had a similar neutral beta setting of 1.0. Shifts in sensitivity, criterion settings and accuracy were assessed. Participants who were presented with a low-reliable “expert” adviser shifted their bias away from the neutral bias of the adviser and more toward optimal beta compared to participants receiving unreliable advice from a ‘novice’. This effect increased across trials for participants using low-reliability automated advisers but not human advisers. The results have implications for the development of models of optimal utilization of decision aids.
Effects of Symmetry and Number of Compositional Elements on Interface and Design Aesthetics
Authors: Bauerly Michael P. , Liu Yili
Published: January 2012

This article describes two experiments investigating the effects of manipulating two compositional elements, symmetry and the number of compositional building blocks, on subjective appraisals of interface aesthetics. The two experiments use stimuli with identical composition but varying subject matter. The first experiment uses abstract black and white geometric images while the second uses realistic looking webpages as stimuli. Both experiments have three levels for each of the two independent variables, with the dependent measure being subjective ratings of aesthetic appeal. Results from both experiments show that the number of compositional elements influences aesthetic appeal ratings. For the abstract imagery, symmetry also plays a role such that subjects find the more symmetric images appealing. Implications of these findings on interface design and previous research are discussed.
Comparison of Audio Systems for Intelligibility in Multitalker Speech Displays
Authors: Kindström Mattias , Carlander Otto , Eriksson Lars
Published: January 2012

It can be advantageous for mobile applications of audio systems to be lightweight and small. An experiment investigated speech intelligibility for multiple talkers of a stereo presentation and two different 3D audio systems. The 3D audio systems consisted of a relatively small and lightweight Commercial-Off-The-Shelf (COTS) display and a professional hardware display considered bulky and heavy. Each of 12 participants listened to one to four call signs combined with two background voices, with the task to identify and localize the voice of each call sign. The results show that the COTS 3D audio as compared to stereo generated a larger amount of complete sets of identified call signs and a larger proportion of identified single call signs in a set. The professional display generated a larger proportion of identified single call signs in a set compared to stereo. These results suggest that 3D audio based on COTS components could be used for increasing intelligibility of radio calls in mobile applications demanding relatively small and lightweight equipment.