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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.
1

Can sound be used to effectively direct players' attention in a visual gameplay oriented task?

Kristal-Ern, Alfred January 2017 (has links)
In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment was temporal synchrony between a visual light pulsating and a sound being modulated using level and low-pass filtering. Results showed that the subjects that were given the multimodal information improved more on the search task than the group without multimodal information, but the subjects in the multimodal group also perceived the pace of the task as higher. However, it is unclear exactly how the multimodal cue helped the subjects since the playing subjects did not seem to change their search movement pattern to favor the location of the search target, as was expected. Further, the difficulties and considerations of testing in a game environment is discussed and it is concluded that the gamer population is a very varied group which has big impacts on methodology of in-game experiments. To identify sub-groups, further research could study why different players use different search behaviors.
2

Effects of Task Load on Situational Awareness During Rear-End Crash Scenarios - A Simulator Study

Nair, Rajiv 02 July 2019 (has links)
The current driving simulator study investigates the effect of 2 distinct levels of distraction on a drivers’ situational awareness and latent and inherent hazard anticipation. In this study, rear-end crashes were used as the primary crash configuration to target a specific category of crashes due to distraction. The two types of task load used in the experiment was a cognitive distraction (mock cell-phone task) & visual distraction (I-pad task). Forty-eight young participants aged 18-25 years navigated 8 scenarios each in a mixed subject design with task load (cognitive or visual distraction) as a between-subject variable and the presence/absence of distraction representing the within-subject variable. All participants drove 4 scenarios with a distraction and 4 scenarios without any distraction. Physiological variables in the form of Heart rate and heart rate variability was collected for each participant during the practice drives and after each of the 8 experimental drives. After the completion of each experimental drive, participants were asked to fill up a NASA TLX questionnaire which quantifies the overall task load experienced by giving it a score between 1 and 100, where higher scores translate to higher perceived task load. Eye-movements were also recorded for the proportion of latent and inherent hazards anticipated and mitigated for all participants. Standard vehicle data (velocity, acceleration & lane offset) were also collected from the simulator for each participants’ each drive. Analysis of data showed that there was a significant difference in velocity, lane offset and task load index scores across the 2 groups (between-subject factors). The vehicle data, heart rate data and TLX data was analyzed using Mixed subject ANOVA. There was also a logistic regression model devised which showed significant effects of velocity, lane offset, TLX scores and age on a participants’ hazard anticipation abilities. The findings have a major practical implication in reducing drivers’ risk of fatal, serious or near crashes.
3

EFFECTS OF FEATURE PRESENCE/ABSENCE AND EVENT ASYNCHRONY ON VIGILANCE PERFORMANCE AND PERCEIVED MENTAL WORKLOAD

FINOMORE, VICTOR S., JR. 14 July 2006 (has links)
No description available.
4

Effects of Subjective Workload Measurement During a Workload Transition on Task Performance

Bowers, Drew 26 August 2014 (has links)
No description available.
5

The Use of Physiological Data and Machine Learning to Detect Stress Events for Adaptive Automation

Falkenberg, Zachary 26 July 2023 (has links)
No description available.
6

Investigating The Universality And Comprehensive Ability Of Measures To Assess The State Of Workload

Abich, Julian 01 January 2013 (has links)
Measures of workload have been developed on the basis of the various definitions, some are designed to capture the multi-dimensional aspects of a unitary resource pool (Kahneman, 1973) while others are developed on the basis of multiple resource theory (Wickens, 2002). Although many theory based workload measures exist, others have often been constructed to serve the purpose of specific experimental tasks. As a result, it is likely that not every workload measure is reliable and valid for all tasks, much less each domain. To date, no single measure, systematically tested across experimental tasks, domains, and other measures is considered a universal measure of workload. Most researchers would argue that multiple measures from various categories should be applied to a given task to comprehensively assess workload. The goal for Study 1 to establish task load manipulations for two theoretically different tasks that induce distinct levels of workload assessed by both subjective and performance measures was successful. The results of the subjective responses support standardization and validation of the tasks and demands of that task for investigating workload. After investigating the use of subjective and objective measures of workload to identify a universal and comprehensive measure or set of measures, based on Study 2, it can only be concluded that not one or a set of measures exists. Arguably, it is not to say that one will never be conceived and developed, but at this time, one does not reside in the psychometric catalog. Instead, it appears that a more suitable approach is to customize a set of workload measures based on the task. The novel approach of assessing the sensitivity and comprehensive ability of conjointly utilizing subjective, performance, and physiological workload measures for theoretically different tasks within the same domain contributes to the theory by laying the foundation for improving methodology for researching workload. The applicable contribution of this project is a stepping-stone towards developing complex profiles of workload for use in closed-loop systems, such as human-robot team iv interaction. Identifying the best combination of workload measures enables human factors practitioners, trainers, and task designers to improve methodology and evaluation of system designs, training requirements, and personnel selection
7

Interaktionskvalitet - hur mäts det?

Friberg, Annika January 2009 (has links)
Den tekniska utvecklingen har lett till att massiva mängder av information sänds, i högahastigheter. Detta flöde måste vi lära oss att hantera. För att maximera nyttan av de nyateknikerna och undkomma de problem som detta enorma informationsflöde bär med sig, börinteraktionskvalitet studeras. Vi måste anpassa gränssnitt efter användaren eftersom denneinte har möjlighet att anpassa sig till, och sortera i för stora informationsmängder. Vi måsteutveckla system som gör människan mer effektiv vid användande av gränssnitt.För att anpassa gränssnitten efter användarens behov och begränsningar krävs kunskaperom den mänskliga kognitionen. När kognitiv belastning studeras är det viktigt att en såflexibel, lättillgänglig och icke-påträngande teknik som möjligt används för att få objektivamätresultat, samtidigt som pålitligheten är av största vikt. För att kunna designa gränssnittmed hög interaktionskvalitet krävs en teknik att utvärdera dessa. Målet med uppsatsen är attfastställa en mätmetod väl lämpad för mätning av interaktionskvalitet.För mätning av interaktionskvalitet rekommenderas en kombinering av subjektiva ochfysiologiska mätmetoder, detta innefattar en kombination av Functional near-infraredspecroscopy; en fysiologisk mätmetod som mäter hjärnaktiviteten med hjälp av ljuskällor ochdetektorer som fästs på frontalloben, Electrodermal activity; en fysiologisk mätmetod sommäter hjärnaktiviteten med hjälp av elektroder som fästs över skalpen och NASA task loadindex; en subjektiv, multidimensionell mätmetod som bygger på kortsortering och mäteruppfattad kognitiv belastning i en sammanhängande skala. Mätning med hjälp av dessametoder kan resultera i en ökad interaktionskvalitet i interaktiva, fysiska och digitalagränssnitt. En uppskattning av interaktionskvalitet kan bidra till att fel vid interaktionminimeras, vilket innebär en förbättring av användares upplevelse vid interaktion. / Technical developments have led to the broadcasting of massive amounts of information, athigh velocities. We must learn to handle this flow. To maximize the benefits of newtechnologies and avoid the problems that this immense information flow brings, interactionquality should be studied. We must adjust interfaces to the user because the user does nothave the ability to adapt and sort overly large amounts of information. We must developsystems that make the human more efficient when using interfaces.To adjust the interfaces to the user needs and limitations, knowledge about humancognitive processes is required. When cognitive workload is studied it is important that aflexible, easily accessed and non assertive technique is used to get unbiased results. At thesame time reliability is of great importance. To design interfaces with high interaction quality,a technique to evaluate these is required. The aim of this paper is to establish a method that iswell suited for measurement of interaction quality.When measuring interaction quality, a combination of subjective and physiologicalmethods is recommended. This comprises a combination of Functional near-infraredspectroscopy; a physiological measurement which measures brain activity using light sourcesand detectors placed on the frontal lobe, Electrodermal activity; a physiological measurementwhich measures brain activity using electrodes placed over the scalp and NASA task loadindex; a subjective, multidimensional measurement based on card sorting and measures theindividual perceived cognitive workload on a continuum scale. Measuring with these methodscan result in an increase in interaction quality in interactive, physical and digital interfaces.An estimation of interaction quality can contribute to eliminate interaction errors, thusimproving the user’s interaction experience.
8

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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