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Psotka, Joseph

Publications and source records attributed to Psotka, Joseph.

Virtual egocenters as a function of display geometric field of view and eye station point

The accurate location of one's virtual egocenter in a geometric space is of critical importance for immersion technologies. This experiment was conducted to investigate the role of field of view (FOV) and observer station points in the perception of the location of one's egocenter (the personal viewpoint) in virtual space. Rivalrous cues to the accurate location of one's egocenter may be one factor involved in simulator sickness. Fourteen subjects viewed an animated 3D model, of the room in which they sat, binocularly, from Eye Station Points (ESP) of either 300 or 800 millimeters. The display was on a 190 by 245 mm monitor, at a resolution of 320 by 200 pixels with 256 colors. They saw four models of the room designed with four geometric field of view (FOVg) conditions of 18, 48, 86, and 140 degrees. They drew the apparent paths of the camera in the room on a bitmap of the room as seen from infinity above. Large differences in the paths of the camera were seen as a function of both FOVg and ESP. Ten of the subjects were then asked to find the position for each display that minimized camera motion. The results fit well with predictions from an equation that took the ratio of human FOV (roughly 180 degrees) to FOVg times the Geometric Eye Point (GEP) of the imager: Zero Station Point = (180/FOVg)*GEP

Psotka, Joseph↗

Cognitive factors associated with immersion in virtual environments

Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

Psotka, Joseph↗

MACH 3: Past and future approaches to intelligent tutoring

In 1986, the U.S. Army Research Institute created an intelligent tutoring system as a proof-of-concept for artificial intelligence applications in Army training. The Maintenance Aid Computer HAWK Intelligent Institutional Instructor (MACH 3) taught student mechanics to maintain and troubleshoot the AN/MPQ-57 High Power Illuminator Radar (HPIR) of the HAWK Air Defense Missile System. In 1989, TRADOC Analysis Command compared the effectiveness of MACH 3 to traditional paper-based troubleshooting drills. For the study, all students received lecture and hands-on training as usual. However, during troubleshooting drills, students traced faults using either MACH 3 or the traditional paper-based method. Class records showed that the MACH 3 group completed significantly more troubleshooting tasks and progressed through tasks of greater difficulty than the paper-based group. Upon completion of training, students took written, practical, and oral essay tests. Mean test scores showed that students performed similarly regardless of the drill method used. However, significantly different standard deviations showed that the MACH 3 group performed more consistently than the paper-based group. Furthermore, significantly different time measures showed that the MACH 3 group reached faster troubleshooting solutions on the actual radar transmitter than the paper-based group. We will present the study results and discuss how updating the design of the MACH 3 can include desktop computing in a virtual environment.

Acchione-Noel, Sylvia↗