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1.
Hum Factors ; 65(6): 1142-1160, 2023 09.
Artigo em Inglês | MEDLINE | ID: mdl-36321727

RESUMO

OBJECTIVE: We use a set of unobtrusive measures to estimate subjectively reported trust, mental workload, and situation awareness (henceforth "TWSA"). BACKGROUND: Subjective questionnaires are commonly used to assess human cognitive states. However, they are obtrusive and usually impractical to administer during operations. Measures derived from actions operators take while working (which we call "embedded measures") have been proposed as an unobtrusive way to obtain TWSA estimates. Embedded measures have not been systematically investigated for each of TWSA, which prevents their operational utility. METHODS: Fifteen participants completed twelve trials of spaceflight-relevant tasks while using a simulated autonomous system. Embedded measures of TWSA were obtained during each trial and participants completed TWSA questionnaires after each trial. Statistical models incorporating our embedded measures were fit with various formulations, interaction effects, and levels of personalization to understand their benefits and improve model accuracy. RESULTS: The stepwise algorithm for building statistical models usually included embedded measures, which frequently corresponded to an intuitive increase or decrease in reported TWSA. Embedded measures alone could not accurately capture an operator's cognitive state, but combining the measures with readily observable task information or information about participants' backgrounds enabled the models to achieve good descriptive fit and accurate prediction of TWSA. CONCLUSION: Statistical models leveraging embedded measures of TWSA can be used to accurately estimate responses on subjective questionnaires that measure TWSA. APPLICATION: Our systematic approach to investigating embedded measures and fitting models allows for cognitive state estimation without disrupting tasks when administering questionnaires would be impractical.


Assuntos
Conscientização , Análise e Desempenho de Tarefas , Humanos , Conscientização/fisiologia , Confiança , Automação , Carga de Trabalho
2.
IEEE Trans Vis Comput Graph ; 28(12): 4787-4796, 2022 12.
Artigo em Inglês | MEDLINE | ID: mdl-34406940

RESUMO

Alternative reality (XR) technologies, including physical, augmented, hybrid, and virtual reality, offer ways for engineered spaces to be evaluated. Traditionally, practitioners (such as those designing spacecraft habitats) have relied on physical mockups to perform such design evaluations, but digital XR technologies present several streamlining advantages over their physical counterparts. These digital environments vary in their level of virtuality, and consequently have different effects on human perception and performance, with respect to a completely physical mockup environment. To date, very little has been done to characterize and quantify such differences in human perception and performance across XR environments of equal fidelity for the same end application. Here, we show that perception and performance in the virtual reality environment most closely mirror those in the physical reality environment, as measured through volumetric assessment and functional task experiments. These experiments required subjects to judge the dimensions of 3D objects and perform operational tasks presented via checklists. Our results highlight the potential for virtual reality systems to accelerate the iterative design of engineered spaces relative to the use of physical mockups, while preserving the human perception and performance characteristics of a completely physical environment. These findings also elucidate specific advantages and disadvantages to specific digital XR technologies with respect to one another and the physical reality baseline. Practitioners may inform their selection of an XR modality for their specific end application based on this comparative analysis, as it contextualizes the niche for each technology in the realm of iterative design for engineered spaces.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Interface Usuário-Computador , Percepção
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