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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Instructional Strategies for Scenario-Based Training of Human Behavior Cue Analysis with Robot-Aided Intelligence, Surveillance, Reconnaissance

Salcedo, Julie 01 January 2014 (has links)
The U.S. Army desires to improve safety during Intelligence, Surveillance, Reconnaissance (ISR) operations by removing Warfighters from direct line-of-fire by enhancing ISR operational capabilities with unmanned systems, also known as Robot-Aided ISR (RAISR) (DOD, 2013). Additionally, RAISR presents an opportunity to fulfill ISR capability requirements of modern combat environments including: detection of High-Value Individuals (HVI) from safer distances, identification of baseline behavior, and interpretation of adversarial intent (U.S. Army, 2008). Along with the demand and projected acquisition of RAISR technology, there is the added need to design training requirements for system operation and task execution instruction. While documentation identifying specific training standards and objectives for ISR tasks utilizing unmanned systems is limited (DOD, 2013), simulation-based training has been identified as a critical training medium for RAISR (U.S. Army, 2008). ISR analysts will primarily conduct RAISR tasks via Indirect Vision Displays (IVD) which transition well into multimodal simulations (Salcedo, Lackey, & Maraj, 2014). However, simulation alone may not fulfill the complex training needs of RAISR tasks, therefore, incorporating instructional support may improve the effectiveness of training (Oser, Gualtieri, Cannon-Bowers, & Salas, 1999). One method to accomplish this is to utilize a Scenario-Based Training (SBT) framework enhanced with instructional strategies to target specific training objectives. The purpose for the present experiment was to assess the effectiveness of SBT enhanced with selected instructional strategies for a PC-based RAISR training simulation. The specific task type was the identification of HVIs within a group through behavior cue analysis. The instructional strategies assessed in this experiment, Highlighting and Massed Exposure, have shown to improve attentional weighting, visual search, and pattern recognition skills, which are critical for successful behavior cue analysis. Training effectiveness was evaluated by analyzing the impact of the instructional strategies on performance outcomes, including detection accuracy, classification accuracy, and median response time, and perceptions of the level of engagement, immersion, and presence during training exercises. Performance results revealed that the Massed Exposure strategy produced significantly faster response times for one subtle and one familiar target behavior cue. Perception results indicated that Highlighting was the least challenging instructional strategy and the Control offered the preferred level of challenge. The relationships between performance and perception measures revealed that higher levels of engagement, immersion, and presence were associated with better performance in the Control, but this trend did not always hold for Massed Exposure and Highlighting. Furthermore, presence emerged as the primary predictor of performance for select target behavior cues in the Control and Massed Exposure conditions, while immersion and engagement predicted performance of select cues in the Highlighting condition. The findings of the present experiment point to the potential benefit of SBT instructional strategies to improve effectiveness of simulation-based training for behavior cue analysis during RAISR operations. Specifically, the findings suggest that the Massed Exposure strategy has the potential to improve response time when detecting both familiar and novel targets. The results also highlight directions for future research to investigate methods to alter instructional strategy design and delivery in order to improve trainee perceptions of the instruction.
12

Data Analytics and Visualization for Virtual Simulation

Koppaka, Sri Lekha 25 August 2022 (has links)
No description available.
13

The Impact of Intrusive Dynamic Feedback Interventions on Simulation-based Training Effectiveness

Wilson, Chantale 05 December 2017 (has links)
No description available.
14

Visualizations for simulation-based training : Enhancing the evaluation of missile launch events during after-action reviews of air combat simulation / Visualiseringar för simulatorbaserad utbildning : Förbättring av utvärderingen av robotskott under after-action reviews för luftstridssimulering

ter Vehn, Pontus January 2016 (has links)
This thesis work has been part of an effort to improve the after-action reviews of the air combat simulator training sessions conducted at the Swedish Air Force Combat Simulation Centre (FLSC). Initial studies identified three main needs regarding the evaluation of air-to-air missile shots during beyond-visual-range combat simulation. These needs included an improved detection of where and when in the simulation playback a missile shot took place, a collected view of flight parameters to prevent confusion and cross-referencing between the various displays, as well as the ability to review an aircraft’s flight parameters over time in order to discuss alternative shooting opportunities or maneuvering patterns. To fulfill these three needs, design studies were performed iteratively in collaboration with staff at the FLSC. This work has resulted in a design proposal with a prototype based on the design guidelines and recommendations of the study's participants. The purpose of the visualization is to provide support for instructors and promote the individual learning of pilots. Hopefully, this can ultimately help in answering the question regarding why a missile missed its target. For instructors and air units such aids could mean that operating errors can be more easily identified and also form a basis for discussion during the assessment briefings. / Detta examensarbete har haft som syfte att förbättra utvärderingen av luftstridssimuleringar som bedrivs vid det svenska flygvapnets luftstridssimuleringscentrum, FLSC. Inledande studier identifierade tre huvudsakliga behov för utvärderingen av flygplansburna robotskott avfyrade mot luftmål utom synhåll, på långa avstånd. Dessa behov inkluderar en förbättring när det gäller att upptäcka var och när i en simuleringsuppspelning som ett robotskott har skett, en samlad vy över flygparametrar för att förhindra förvirring och korsreferering mellan olika skärmar, samt möjligheten att utvärdera ett flygplans flygparametrar över tid för att kunna diskutera alternativa avfyrningsmöjligheter eller manövreringsmönster. För att fylla dessa tre behov har iterativa designstudier utförts i samarbete med personalen på FLSC. Detta har resulterat i ett designförslag med en prototyp baserad på de designriktlinjer och -rekommendationer som studiens deltagare delgett. Syftet med visualiseringen är att ge stöd till instruktörer och främja piloters individuella inlärning. Förhoppningsvis kan detta i slutändan bidra till att svara på frågan om varför en robot missade sitt mål. För instruktörer och flygförband kan ett sådant hjälpmedel underlätta identifiering av felmanövreringar och även ligga till grund för värdefulla diskussioner under analysen av genomförda luftsstridsimuleringar.
15

Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization

Jordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>

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