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Kaiser, Mary K.

Publications and source records attributed to Kaiser, Mary K..

At least 19 records

Stroboscopic Image Modulation to Reduce the Visual Blur of an Object Being Viewed by an Observer Experiencing Vibration

A method and apparatus for reducing the visual blur of an object being viewed by an observer experiencing vibration. In various embodiments of the present invention, the visual blur is reduced through stroboscopic image modulation (SIM). A SIM device is operated in an alternating "on/off" temporal pattern according to a SIM drive signal (SDS) derived from the vibration being experienced by the observer. A SIM device (controlled by a SIM control system) operates according to the SDS serves to reduce visual blur by "freezing" (or reducing an image's motion to a slow drift) the visual image of the viewed object. In various embodiments, the SIM device is selected from the group consisting of illuminator(s), shutter(s), display control system(s), and combinations of the foregoing (including the use of multiple illuminators, shutters, and display control systems).

Kaiser, Mary K.

Choosing Your Poison: Optimizing Simulator Visual System Selection as a Function of Operational Tasks

Although current technology simulator visual systems can achieve extremely realistic levels they do not completely replicate the experience of a pilot sitting in the cockpit, looking at the outside world. Some differences in experience are due to visual artifacts, or perceptual features that would not be present in a naturally viewed scene. Others are due to features that are missing from the simulated scene. In this paper, these differences will be defined and discussed. The significance of these differences will be examined as a function of several particular operational tasks. A framework to facilitate the choice of visual system characteristics based on operational task requirements will be proposed.

Sweet, Barbara T.

Relating Standardized Visual Perception Measures to Simulator Visual System Performance

Human vision is quantified through the use of standardized clinical vision measurements. These measurements typically include visual acuity (near and far), contrast sensitivity, color vision, stereopsis (a.k.a. stereo acuity), and visual field periphery. Simulator visual system performance is specified in terms such as brightness, contrast, color depth, color gamut, gamma, resolution, and field-of-view. How do these simulator performance characteristics relate to the perceptual experience of the pilot in the simulator? In this paper, visual acuity and contrast sensitivity will be related to simulator visual system resolution, contrast, and dynamic range; similarly, color vision will be related to color depth/color gamut. Finally, we will consider how some characteristics of human vision not typically included in current clinical assessments could be used to better inform simulator requirements (e.g., relating dynamic characteristics of human vision to update rate and other temporal display characteristics).

Kaiser, Mary K.

Project Review: Teleoperation and Time Delays

We plan to study the invariance in the shift in control strategy from continuous control to move-and-wait as a function of latency and control difficulty. To do so we have developed a theoretically understood way of introducing measurable levels of control difficulty using misalignment between display and control axes . We now use this understanding to study the interaction of control difficulty and system latency. We have conducted an experiment to calibrate our imposition of control difficulty using more representative control rotations. We use these levels of difficulty to directly study the interaction of control difficulty with latency. Results suggest a way to generalize latency requirements across control difficulties that should aid establishment of standards for managing latency in teleoperation.

Adelstein, Bernard D.

Depth Perception, Cueing, and Control

Humans rely on a variety of visual cues to inform them of the depth or range of a particular object or feature. Some cues are provided by physiological mechanisms, others from pictorial cues that are interpreted psychologically, and still others by the relative motions of objects or features induced by observer (or vehicle) motions. These cues provide different levels of information (ordinal, relative, absolute) and saliency depending upon depth, task, and interaction with other cues. Display technologies used for head-down and head-up displays, as well as out-the-window displays, have differing capabilities for providing depth cueing information to the observeroperator. In addition to technologies, display content and the source (camera sensor versus computer rendering) provide varying degrees of cue information. Additionally, most displays create some degree of cue conflict. In this paper, visual depth cues and their interactions will be discussed, as well as display technology and content and related artifacts. Lastly, the role of depth cueing in performing closed-loop control tasks will be discussed.

Sweet, Barbara T.

Human Factors Research for Space Exploration: Measurement, Modeling, and Mitigation

As part of NASA's Human Research Program, the Space Human Factors Engineering Project serves as the bridge between Human Factors research and Human Spaceflight applications. Our goal is to be responsive to the operational community while addressing issues at a sufficient level of abstraction to ensure that our tools and solutions generalize beyond the point design. In this panel, representatives from four of our research domains will discuss the challenges they face in solving current problems while also enabling future capabilities.

Kaiser, Mary K.

Information Presentation: Human Research Program - Space Human Factors and Habitability, Space Human Factors Engineering Project

The goal of the Information Presentation Directed Research Project (DRP) is to address design questions related to the presentation of information to the crew. The major areas of work, or subtasks, within this DRP are: 1) Displays, 2) Controls, 3) Electronic Procedures and Fault Management, and 4) Human Performance Modeling. This DRP is a collaborative effort between researchers atJohnson Space Center and Ames Research Center. T

Holden, Kristina L.

Human Factors Research for Space Exploration: Measurement, Modeling, and Mitigation

As part of NASA's Human Research Program, the Space Human Factors Engineering Project serves as the bridge between Human Factors research and Human Spaceflight applications. Our goal is to be responsive to the operational community while addressing issues at a sufficient level of abstraction to ensure that our tools and solutions generalize beyond the point design. In this panel, representatives from four of our research domains will discuss the challenges they face in solving current problems while also enabling future capabilities. Historically, engineering-dominated organizations have tended to view good Human Factors (HF) as a desire rather than a requirement in system design and development. Our field has made significant gains in the past decade, however; the Department of Defense, for example, now recognizes Human-System Integration (HSI), of which HF is a component, as an integral part of their divisions hardware acquisition processes. And our own agency was far more accepting of HF/HSI requirements during the most recent vehicle systems definition than in any prior cycle. Nonetheless, HF subject matter experts at NASA often find themselves in catch up mode... coping with legacy systems (hardware and software) and procedures that were designed with little regard for the human element, and too often with an attitude of we can deal with any operator issues during training. Our challenge, then, is to segregate the true knowledge gaps in Space Human Factors from the prior failures to incorporate best (or even good) HF design principles. Further, we strive to extract the overarching core HF issues from the point-design-specific concerns that capture the operators (and managers) attention. Generally, our approach embraces a 3M approach to Human Factors: Measurement, Modeling, and Mitigation. Our first step is to measure human performance, to move from subjective anecdotes to objective, quantified data. Next we model the phenomenon, using appropriate methods in our field, modifying them to suit the unique aspects of the space environment. Finally, we develop technologies, tools, and procedures to mitigate the decrements in human performance and capabilities that occur in space environments. When successful, we decrease risks to crew safety and to mission success. When extremely successful (or lucky), we devise generalizable solutions that advance the state of our practice. Our panel is composed of researchers from diverse domains of our project... from different boxes, if you will, of the Human Factors Analysis and Classification System (HFACS).

Kaiser, Mary K.

Influence of Combined Whole-Body Vibration Plus G-Loading on Visual Performance

Recent engineering analyses of the integrated Ares-Orion stack show that vibration levels for Orion crews have the potential to be much higher than those experienced in Gemini, Apollo, and Shuttle vehicles. Of particular concern to the Constellation Program (CxP) is the 12 Hz thrust oscillation (TO) that the Ares-I rocket develops during the final ~20 seconds preceding first-stage separation, at maximum G-loading. While the structural-dynamic mitigations being considered can assure that vibration due to TO is reduced to below the CxP crew health limit, it remains to be determined how far below this limit vibration must be reduced to enable effective crew performance during launch. Moreover, this "performance" vibration limit will inform the operations concepts (and crew-system interface designs) for this critical phase of flight. While Gemini and Apollo studies provide preliminary guidance, the data supporting the historical limits were obtained using less advanced interface technologies and very different operations concepts. In this study, supported by the Exploration Systems Mission Directorate (ESMD) Human Research Program, we investigated display readability-a fundamental prerequisite for any interaction with electronic crew-vehicle interfaces-while observers were subjected to 12 Hz vibration superimposed on the 3.8 G loading expected for the TO period of ascent. Two age-matched groups of participants (16 general population and 13 Crew Office) performed a numerical display reading task while undergoing sustained 3.8 G loading and whole-body vibration at 0, 0.15, 0.3, 0.5, and 0.7 g in the eyeballs in/out (x-axis) direction. The time-constrained reading task used an Orion-like display with 10- and 14-pt non-proportional sans-serif fonts, and was designed to emulate the visual acquisition and processing essential for crew system monitoring. Compared to the no-vibration baseline, we found no significant effect of vibration at 0.15 and 0.3 g on task error rates (ER) or response times (RT). Significant degradations in both ER and RT, however, were observed at 0.5 and 0.7 g for 10-pt, and at 0.7 g for 14-pt font displays. These objective performance measures were mirrored by participants' subjective ratings. Interestingly, we found that the impact of vibration on ER increased with distance from the center of the display, but only for vertical displacements. Furthermore, no significant ER or RT aftereffects were detected immediately following vibration, regardless of amplitude. Lastly, given that our reading task required no specialized spaceflight expertise, our finding that effects were not statistically distinct between our two groups is not surprising. The results from this empirical study provide initial guidance for evaluating the display readability trade-space between text-font size and vibration amplitude. However, the outcome of this work should be considered preliminary in nature for a number of reasons: 1. The single 12 Hz x-axis vibration employed was based on earlier load-cycle models of the induced TO environment at the end of Ares-I first stage flight. Recent analyses of TO mitigation designs suggest that significant concurrent off-axis vibration may also occur. 2. The shirtsleeve environment in which we tested fails to capture the full kinematic and dynamic complexity of the physical interface between crewmember and the still-to-bematured helmet-suit-seat designs, and the impact these will have for vibration transmission and consequent performance. 3. By examining performance in this reading and number processing task, we are only assessing readability, a first and necessary step that in itself does not directly address the performance of more sophisticated operational tasks such as vehicle-health monitoring or manual control of the vehicle.

readability

Effects of Transverse Seat Vibration on Near-Viewing Readability of Alphanumeric Symbology

We measured the impacts on human visual function of a range of vibration levels (0.15, 0.3, 0.5, and 0.7 g) at the frequency and along the axis of the anticipated Ares thrust oscillation. We found statistically significant and equivalent decrements in performance on a reading and a numeric processing task at tested vibration levels above 0.3 g (0-to-peak), but no evidence of after-effects. At the smallest font and highest vibration level tested, the average effect was a 50 percent increase in response time and six-fold increase in errors. Our findings support a preliminary trade space in which currently planned Orion font sizes and text spacing appear to be too small to support accurate and efficient reading at the tested vibration levels above 0.3 g, but not too small to support reading at 0.3 g. This study does not address potential impacts on crew cognitive decision-making or motor control and does not test either the full induced Orion-Ares environment with its sustained Gx-loading or the full complexity of the final Orion seat-helmet-suit interface. A final determination of the Orion-Ares program limit on vibration must take these additional factors into consideration and, thus, may need to be lower than that needed to support effective reading at 1-Gx bias.

Readability

Information Presentation

The goal of the Information Presentation Directed Research Project (DRP) is to address design questions related to the presentation of information to the crew. In addition to addressing display design issues associated with information formatting, style, layout, and interaction, the Information Presentation DRP is also working toward understanding the effects of extreme environments encountered in space travel on information processing. Work is also in progress to refine human factors-based design tools, such as human performance modeling, that will supplement traditional design techniques and help ensure that optimal information design is accomplished in the most cost-efficient manner. The major areas of work, or subtasks, within the Information Presentation DRP for FY10 are: 1) Displays, 2) Controls, 3) Procedures and Fault Management, and 4) Human Performance Modeling. The poster will highlight completed and planned work for each subtask.

Holden, Kritina L.

Perspective Imagery in Synthetic Scenes used to Control and Guide Aircraft during Landing and Taxi: Some Issues and Concerns

Perspective synthetic displays that supplement, or supplant, the optical windows traditionally used for guidance and control of aircraft are accompanied by potentially significant human factors problems related to the optical geometric conformality of the display. Such geometric conformality is broken when optical features are not in the location they would be if directly viewed through a window. This often occurs when the scene is relayed or generated from a location different from the pilot s eyepoint. However, assuming no large visual/vestibular effects, a pilot cad often learn to use such a display very effectively. Important problems may arise, however, when display accuracy or consistency is compromised, and this can usually be related to geometrical discrepancies between how the synthetic visual scene behaves and how the visual scene through a window behaves. In addition to these issues, this paper examines the potentially critical problem of the disorientation that can arise when both a synthetic display and a real window are present in a flight deck, and no consistent visual interpretation is available.

Johnson, Walter W.

Modeling of Depth Cue Integration in Manual Control Tasks

Psychophysical research has demonstrated that human observers utilize a variety of visual cues to form a perception of three-dimensional depth. However, most of these studies have utilized a passive judgement paradigm, and failed to consider depth-cue integration as a dynamic and task-specific process. In the current study, we developed and experimentally validated a model of manual control of depth that examines how two potential cues (stereo disparity and relative size) are utilized in both first- and second-order active depth control tasks. We found that stereo disparity plays the dominate role for determining depth position, while relative size dominates perception of depth velocity. Stereo disparity also plays a reduced role when made less salient (i.e., when viewing distance is increased). Manual control models predict that position information is sufficient for first-order control tasks, while velocity information is required to perform a second-order control task. Thus, the rules for depth-cue integration in active control tasks are dependent on both task demands and cue quality.

Sweet, Barbara T.

Perceived orientation in physical and virtual environments: changes in perceived orientation as a function of idiothetic information available

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.

NASA Center ARC

What Becomes a Window Most: Perceptual Tuning of Virtual Windows

Viewing a scene through an optical window provides observers with numerous visual properties. In order to create a 'virtual window' that is perceptually compelling, it must be determined which properties are most critical to preserve. We have examined several properties, both static and dynamic, and will discuss which have the greatest impact on apparent realism (and user performance).

Kaiser, Mary K.

Downsizing Visualization Platforms: From Crays to Indigos and Beyond

Despite its increasingly negative connotation in other domains, "downsizing" is a positive trend as it applies to the computer hardware necessary to perform scientific visualization. In this talk, we will consider how the visualization of a particular data set, the Digital Terrain Model (DTM) derived from the Viking Orbiter imagery, has been realized in three distinct projects over the past decade. These examples serve to demonstrate how the vast improvements in computational performance both decrease the cost of such visualization efforts, and permit an increasing level of interactivity. We then consider how even today's graphical systems require the visualization designer to make intelligent choices and trade-offs in database rendering. Finally, we discuss how insights from an understanding of human visual perception can guide these design decisions, and suggest new options for visualization hardware and software.

Kaiser, Mary K.

Moving Through Time: The Utility of a Temporal Metric for Vehicular Control

Recent work on time-to-contact (TTC) and time-to-passage (TTP) estimation have revealed conflicting evidence. On the one hand, when tau information is available, observers often fail to use it properly. For instance, absolute size of the object, rotation, and contrast all interfere with estimation accuracy. That is, the visual system often is unable to isolate tau. On the other hand, judgments are remarkably robust when invariant information is no longer available. Observers seem to adjust to many disturbances. This symposium intends to stimulate a discussion of recent findings within visual and auditory TTC paradigms. Alternative concepts that are able to accommodate these findings should be entertained and, if found valid, incorporated into the classic theory of temporal-range estimation.

Kaiser, Mary K.