Search NASA⌕ Search

SEARCH · Search NASA

Results for “Human Computer Interaction”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 235 records · Page 13

V and V of Lexical, Syntactic and Semantic Properties for Interactive Systems Through Model Checking of Formal Description of Dialog

During early phases of the development of an interactive system, future system properties are identified (through interaction with end users in the brainstorming and prototyping phase of the application, or by other stakehold-ers) imposing requirements on the final system. They can be specific to the application under development or generic to all applications such as usability principles. Instances of specific properties include visibility of the aircraft altitude, speed… in the cockpit and the continuous possibility of disengaging the autopilot in whatever state the aircraft is. Instances of generic properties include availability of undo (for undoable functions) and availability of a progression bar for functions lasting more than four seconds. While behavioral models of interactive systems using formal description techniques provide complete and unambiguous descriptions of states and state changes, it does not provide explicit representation of the absence or presence of properties. Assessing that the system that has been built is the right system remains a challenge usually met through extensive use and acceptance tests. By the explicit representation of properties and the availability of tools to support checking these properties, it becomes possible to provide developers with means for systematic exploration of the behavioral models and assessment of the presence or absence of these properties. This paper proposes the synergistic use two tools for checking both generic and specific properties of interactive applications: Petshop and Java PathFinder. Petshop is dedicated to the description of interactive system behavior. Java PathFinder is dedicated to the runtime verification of Java applications and as an extension dedicated to User Interfaces. This approach is exemplified on a safety critical application in the area of interactive cockpits for large civil aircrafts.

human-computer interface↗

User interface issues in supporting human-computer integrated scheduling

The topics are presented in view graph form and include the following: characteristics of Operations Mission Planner (OMP) schedule domain; OMP architecture; definition of a schedule; user interface dimensions; functional distribution; types of users; interpreting user interaction; dynamic overlays; reactive scheduling; and transitioning the interface.

Cooper, Lynne P.↗

Knowledge Based Systems: A Critical Survey of Major Concepts, Issues, and Techniques

This Working Paper Series entry presents a detailed survey of knowledge based systems. After being in a relatively dormant state for many years, only recently is Artificial Intelligence (AI) - that branch of computer science that attempts to have machines emulate intelligent behavior - accomplishing practical results. Most of these results can be attributed to the design and use of Knowledge-Based Systems, KBSs (or ecpert systems) - problem solving computer programs that can reach a level of performance comparable to that of a human expert in some specialized problem domain. These systems can act as a consultant for various requirements like medical diagnosis, military threat analysis, project risk assessment, etc. These systems possess knowledge to enable them to make intelligent desisions. They are, however, not meant to replace the human specialists in any particular domain. A critical survey of recent work in interactive KBSs is reported. A case study (MYCIN) of a KBS, a list of existing KBSs, and an introduction to the Japanese Fifth Generation Computer Project are provided as appendices. Finally, an extensive set of KBS-related references is provided at the end of the report.

Dominick, Wayne D.↗

Cybernetic anthropomorphic machine systems

Functional descriptions are provided for a number of cybernetic man machine systems that augment the capacity of normal human beings in the areas of strength, reach or physical size, and environmental interaction, and that are also applicable to aiding the neurologically handicapped. Teleoperators, computer control, exoskeletal devices, quadruped vehicles, space maintenance systems, and communications equipment are considered.

Gray, W. E.↗

Fusing human and machine skills for remote robotic operations

The question of how computer assists can improve teleoperator trajectory tracking during both free and force-constrained motions is addressed. Computer graphics techniques which enable the human operator to both visualize and predict detailed 3D trajectories in real-time are reported. Man-machine interactive control procedures for better management of manipulator contact forces and positioning are also described. It is found that collectively, these novel advanced teleoperations techniques both enhance system performance and significantly reduce control problems long associated with teleoperations under time delay. Ongoing robotic simulations of the 1984 space shuttle Solar Maximum EVA Repair Mission are briefly described.

Schenker, Paul S.↗

The H-Metaphor as a Guideline for Vehicle Automation and Interaction

Good design is not free of form. It does not necessarily happen through a mere sampling of technologies packaged together, through pure analysis, or just by following procedures. Good design begins with inspiration and a vision, a mental image of the end product, which can sometimes be described with a design metaphor. A successful example from the 20th century is the desktop metaphor, which took a real desktop as an orientation for the manipulation of electronic documents on a computer. Initially defined by Xerox, then refined by Apple and others, it could be found on almost every computer by the turn of the 20th century. This paper sketches a specific metaphor for the emerging field of highly automated vehicles, their interactions with human users and with other vehicles. In the introduction, general questions on vehicle automation are raised and related to the physical control of conventional vehicles and to the automation of some late 20th century vehicles. After some words on design metaphors, the H-Metaphor is introduced. More details of the metaphor's source are described and their application to human-machine interaction, automation and management of intelligent vehicles sketched. Finally, risks and opportunities to apply the metaphor to technical applications are discussed.

Flemisch, Frank O.↗

Computational Transport Modeling of High-Energy Neutrons Found in the Space Environment

The high charge and high energy (HZE) particle radiation environment in space interacts with spacecraft materials and the human body to create a population of neutrons encompassing a broad kinetic energy spectrum. As an HZE ion penetrates matter, there is an increasing chance of fragmentation as penetration depth increases. When an ion fragments, secondary neutrons are released with velocities up to that of the primary ion, giving some neutrons very long penetration ranges. These secondary neutrons have a high relative biological effectiveness, are difficult to effectively shield, and can cause more biological damage than the primary ions in some scenarios. Ground-based irradiation experiments that simulate the space radiation environment must account for this spectrum of neutrons. Using the Particle and Heavy Ion Transport Code System (PHITS), it is possible to simulate a neutron environment that is characteristic of that found in spaceflight. Considering neutron dosimetry, the focus lies on the broad spectrum of recoil protons that are produced in biological targets. In a biological target, dose at a certain penetration depth is primarily dependent upon recoil proton tracks. The PHITS code can be used to simulate a broad-energy neutron spectrum traversing biological targets, and it account for the recoil particle population. This project focuses on modeling a neutron beamline irradiation scenario for determining dose at increasing depth in water targets. Energy-deposition events and particle fluence can be simulated by establishing cross-sectional scoring routines at different depths in a target. This type of model is useful for correlating theoretical data with actual beamline radiobiology experiments. Other work exposed human fibroblast cells to a high-energy neutron source to study micronuclei induction in cells at increasing depth behind water shielding. Those findings provide supporting data describing dose vs. depth across a water-equivalent medium. This poster presents PHITS data suggesting an increase in dose, up to roughly 10 cm depth, followed by a continual decrease as neutrons come to a stop in the target.

Cox, Brad↗

Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99 in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text chat communications, manipulation of procedureschecklists, cataloguingannotating images, scientific note taking, human-robot interaction, and control of suit andor other EVA systems.

Adams, Richard J.↗

Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants' mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99% in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text "chat" communications, manipulation of procedures/checklists, cataloguing/annotating images, scientific note taking, human-robot interaction, and control of suit and/or other EVA systems.

Adams, Richard J.↗

The 'Biologically-Inspired Computing' Column

The field of Biology changed dramatically in 1953, with the determination by Francis Crick and James Dewey Watson of the double helix structure of DNA. This discovery changed Biology for ever, allowing the sequencing of the human genome, and the emergence of a "new Biology" focused on DNA, genes, proteins, data, and search. Computational Biology and Bioinformatics heavily rely on computing to facilitate research into life and development. Simultaneously, an understanding of the biology of living organisms indicates a parallel with computing systems: molecules in living cells interact, grow, and transform according to the "program" dictated by DNA. Moreover, paradigms of Computing are emerging based on modelling and developing computer-based systems exploiting ideas that are observed in nature. This includes building into computer systems self-management and self-governance mechanisms that are inspired by the human body's autonomic nervous system, modelling evolutionary systems analogous to colonies of ants or other insects, and developing highly-efficient and highly-complex distributed systems from large numbers of (often quite simple) largely homogeneous components to reflect the behaviour of flocks of birds, swarms of bees, herds of animals, or schools of fish. This new field of "Biologically-Inspired Computing", often known in other incarnations by other names, such as: Autonomic Computing, Pervasive Computing, Organic Computing, Biomimetics, and Artificial Life, amongst others, is poised at the intersection of Computer Science, Engineering, Mathematics, and the Life Sciences. Successes have been reported in the fields of drug discovery, data communications, computer animation, control and command, exploration systems for space, undersea, and harsh environments, to name but a few, and augur much promise for future progress.

Hinchey, Mike↗

An alternative control structure for telerobotics

A new teletobotic control concept which couples human supervisory commands with computer reasoning is presented. The control system is responsive and accomplishes an operator's commands while providing obstacle avoidance and stable controlled interactions with the environment in the presence of communication time delays. This provides a system which not only assists the operator in accomplishing tasks but modifies inappropriate operator commands which can result in safety hazards and/or equipment damage.

Boissiere, Peter T.↗

Formal and heuristic system decomposition methods in multidisciplinary synthesis

The multidisciplinary interactions which exist in large scale engineering design problems provide a unique set of difficulties. These difficulties are associated primarily with unwieldy numbers of design variables and constraints, and with the interdependencies of the discipline analysis modules. Such obstacles require design techniques which account for the inherent disciplinary couplings in the analyses and optimizations. The objective of this work was to develop an efficient holistic design synthesis methodology that takes advantage of the synergistic nature of integrated design. A general decomposition approach for optimization of large engineering systems is presented. The method is particularly applicable for multidisciplinary design problems which are characterized by closely coupled interactions among discipline analyses. The advantage of subsystem modularity allows for implementation of specialized methods for analysis and optimization, computational efficiency, and the ability to incorporate human intervention and decision making in the form of an expert systems capability. The resulting approach is not a method applicable to only a specific situation, but rather, a methodology which can be used for a large class of engineering design problems in which the system is non-hierarchic in nature.

Bloebaum, Christina L.↗

Tutorial on the Psychophysics and Technology of Virtual Acoustic Displays

Virtual acoustics, also known as 3-D sound and auralization, is the simulation of the complex acoustic field experienced by a listener within an environment. Going beyond the simple intensity panning of normal stereo techniques, the goal is to process sounds so that they appear to come from particular locations in three-dimensional space. Although loudspeaker systems are being developed, most of the recent work focuses on using headphones for playback and is the outgrowth of earlier analog techniques. For example, in binaural recording, the sound of an orchestra playing classical music is recorded through small mics in the two "ear canals" of an anthropomorphic artificial or "dummy" head placed in the audience of a concert hall. When the recorded piece is played back over headphones, the listener passively experiences the illusion of hearing the violins on the left and the cellos on the right, along with all the associated echoes, resonances, and ambience of the original environment. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source in space. Thus, they provide the flexibility of a kind of digital dummy head, allowing a more active experience in which a listener can both design and move around or interact with a simulated acoustic environment in real time. Such simulations are being developed for a variety of application areas including architectural acoustics, advanced human-computer interfaces, telepresence and virtual reality, navigation aids for the visually-impaired, and as a test bed for psychoacoustical investigations of complex spatial cues. The tutorial will review the basic psychoacoustical cues that determine human sound localization and the techniques used to measure these cues as Head-Related Transfer Functions (HRTFs) for the purpose of synthesizing virtual acoustic environments. The only conclusive test of the adequacy of such simulations is an operational one in which the localization of real and synthesized stimuli are directly compared in psychophysical studies. To this end, the results of psychophysical experiments examining the perceptual validity of the synthesis technique will be reviewed and factors that can enhance perceptual accuracy and realism will be discussed. Of particular interest is the relationship between individual differences in HRTFs and in behavior, the role of reverberant cues in reducing the perceptual errors observed with virtual sound sources, and the importance of developing perceptually valid methods of simplifying the synthesis technique. Recent attempts to implement the synthesis technique in real time systems will also be discussed and an attempt made to interpret their quoted system specifications in terms of perceptual performance. Finally, some critical research and technology development issues for the future will be outlined.

Wenzel, Elizabeth M.↗

Air Traffic Management TestBed Simulation Architect: User's Guide

The Air Traffic Management (ATM) TestBed is a Platform as a Service that is being developed by the National Aeronautics and Space Administration (NASA) to help design, configure, integrate, run, and monitor air traffic simulations. The platform provides cloud services including back-end big-data analytics tools, on-demand computing resource management, data storage, and communication middleware. The ATM TestBed reduces the time to test concepts and technologies, supports interactions among various concepts such as human-in-the-loop and automation-in-the-loop simulations, and enables collaborative simulations by sharing technologies and tools in the ATM community. The Simulation Architect application provides a graphical user interface tool for designing traffic scenarios and simulations using blocks representing components and links representing message channels linking them. This guide describes a high-level user interface design of Simulation Architect and provides information for a new user to compose traffic scenarios and simulations.

Software User Guide↗

Air Traffic Management TestBed Traffic Viewer: Developer's Guide

The Air Traffic Management (ATM) TestBed is a Platform as a Service that is being developed by the National Aeronautics and Space Administration (NASA) to help design, configure, integrate, run, and monitor air traffic simulations. The platform is designed to provide cloud services including back-end, big-data analytics tools, on-demand computing resource management, data storage, and communication middleware. The ATM TestBed reduces the time to test concepts and technologies, supports interactions among various methods such as human-in-the-loop and automation-in-the-loop simulations, and enables collaborative simulations by sharing technologies and tools in the ATM community. The Traffic Viewer application provides a graphical user interface tool for visualizing real and simulated air traffic as well as airspace definition in two-dimensional space. This guide describes a high-level design and implementation of Traffic Viewer and provides information for a new developer or a user to add new capabilities by following the software design and leveraging existing capabilities.

Lai, Chok Fung↗

Air Traffic Management TestBed Data Exchange Model

The Air Traffic Management (ATM) TestBed is a Platform as a Service that is being developed by the National Aeronautics and Space Administration (NASA) to help design, configure, integrate, run, and monitor air traffic simulations. The platform is designed to provide cloud services including back-end, big-data analytics tools, on-demand computing resource management, data storage, and communication middleware. The ATM TestBed reduces the time to test concepts and technologies, supports interactions among various methods such as human-in-the-loop and automation-in-the-loop simulations, and enables collaborative simulations by sharing technologies and tools in the ATM community. In order to allow easier access to simulation components, TestBed provides a messaging support layer for connectivity using a consistent set of input/output interfaces. In addition, a standard data format is introduced to facilitate communication between the components. The data exchange model, supported in the messaging support layer, standardizes the format of the information to be exchanged among the components. This document describes the messaging data model currently developed in TestBed and provides data dictionaries for references to component developers as well as simulation engineers.

air traffic simulation↗

Watch what you say, your computer might be listening: A review of automated speech recognition

Spoken language is the most convenient and natural means by which people interact with each other and is, therefore, a promising candidate for human-machine interactions. Speech also offers an additional channel for hands-busy applications, complementing the use of motor output channels for control. Current speech recognition systems vary considerably across a number of important characteristics, including vocabulary size, speaking mode, training requirements for new speakers, robustness to acoustic environments, and accuracy. Algorithmically, these systems range from rule-based techniques through more probabilistic or self-learning approaches such as hidden Markov modeling and neural networks. This tutorial begins with a brief summary of the relevant features of current speech recognition systems and the strengths and weaknesses of the various algorithmic approaches.

Degennaro, Stephen V.↗

Information visualization: Beyond traditional engineering

This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.

Thomas, James J.↗