Team Situational Awareness Training in Virtual Environments

Team Situational Awareness Training in Virtual Environments PDF Author:
Publisher:
ISBN:
Category : Computer simulation
Languages : en
Pages : 46

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Team Situational Awareness Training in Virtual Environments

Team Situational Awareness Training in Virtual Environments PDF Author:
Publisher:
ISBN:
Category : Computer simulation
Languages : en
Pages : 46

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Book Description


List of U.S. Army Research Institute Research and Technical Publications

List of U.S. Army Research Institute Research and Technical Publications PDF Author: U.S. Army Research Institute for the Behavioral and Social Sciences
Publisher:
ISBN:
Category : Military research
Languages : en
Pages : 68

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List of U.S. Army Research Institute Research and Technical Publications, October 1, 1994 to September 30, 1999

List of U.S. Army Research Institute Research and Technical Publications, October 1, 1994 to September 30, 1999 PDF Author:
Publisher:
ISBN:
Category : Social sciences
Languages : en
Pages : 248

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List of U.S. Army Research Institute Research and Technical Publications, October 1, 1996 to September 30, 1997

List of U.S. Army Research Institute Research and Technical Publications, October 1, 1996 to September 30, 1997 PDF Author:
Publisher:
ISBN:
Category : Social sciences
Languages : en
Pages : 56

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Technical Report

Technical Report PDF Author:
Publisher:
ISBN:
Category : Military research
Languages : en
Pages : 264

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The PSI Handbook of Virtual Environments for Training and Education

The PSI Handbook of Virtual Environments for Training and Education PDF Author: Joseph V. Cohn
Publisher: Bloomsbury Publishing USA
ISBN: 031335166X
Category : Psychology
Languages : en
Pages : 1441

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Book Description
The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education. The first volume is dedicated to a thorough understanding of learning theory, requirements definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume II provides the latest information on VE component technologies, and Volume III offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology. This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.

Cognitive Computing and Internet of Things

Cognitive Computing and Internet of Things PDF Author: Lucas Paletta, Hasan Ayaz and Umer Asgher
Publisher: AHFE International
ISBN: 1958651494
Category : Technology & Engineering
Languages : en
Pages : 227

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Book Description
Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA

A Review and Annotated Bibliography of the Literature Pertaining to Team and Small Group Performance (1989 to 1999)

A Review and Annotated Bibliography of the Literature Pertaining to Team and Small Group Performance (1989 to 1999) PDF Author: Andrew S. LaJoie
Publisher:
ISBN:
Category : Small groups
Languages : en
Pages : 96

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Book Description
"The military, along with private industry, is relying more on small teams of specialized individuals who work together to achieve a common goal. Examples of these teams include emergency medical teams, aircrews, decision- making teams, industrial project teams, Special Forces teams, weapon system crews and everyday work teams. Training and military doctrine has been evolving to reflect this emphasis on teamwork. The purpose of this annotated bibliography is to review literature published over the last ten years concerning team and small group performance. Specifically, the articles reviewed in this report represent a sampling of the research published in the social sciences, including psychology, sociology, and business. The team and small group literature reviewed includes examples of the many types of teams mentioned earlier. A summary and integration of this work is provided. In general, the research suggests that there are several components which contribute to the successful performance of teams, and that some of these components can be explicitly trained. Several training models are discussed." -- Stinet.

Situation Awareness in a Virtual Environment

Situation Awareness in a Virtual Environment PDF Author: Michael D. Matthews
Publisher:
ISBN:
Category : Awareness
Languages : en
Pages : 48

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Book Description
The Mission Awareness Rating Scale (MARS), a subjective situation awareness (SA) rating scale designed to assess SA content and SA workload, was tested in a series of virtual environment exercises. Sixteen enlisted soldiers, working in teams of four soldiers each, completed four urban combat missions in a virtual night environment designed to simulate the experience of working with night vision goggles - NVG (PVS-7Bs) and aiming lights. In each scenario, a different approach for simulating this NVG environment was used. After each scenario was completed, each soldier completed the MARS instrument. This yielded estimates of the SA level and workload involved in four dimensions of SA - perception, understanding, projection, and knowing what decision to make. The results indicated that MARS significantly and rebustly discriminated among the different approaches, and these SA estimates were congruent with general estimates of SA content and workload while operating at night in the real world, and with the soldier's subjective rankings of the four simulated NVG environments. While promising, MARS must be validated against objective SA measures, both in the virtual environment and in the field environment. However, MARS seems to hold premise as a relatively unobtrusive and effective SA measure.

Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration

Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration PDF Author: Panayiotis Zaphiris
Publisher: Springer
ISBN: 3030218171
Category : Computers
Languages : en
Pages : 403

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Book Description
This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII 2019 conferences were carefully reviewed and selected from 5029 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: mobile and ubiquitous learning; virtual reality and augmented reality systems for learning; and collaborative technology.