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At least 73 records · Page 4

Sensing Super-position: Visual Instrument Sensor Replacement

The coming decade of fast, cheap and miniaturized electronics and sensory devices opens new pathways for the development of sophisticated equipment to overcome limitations of the human senses. This project addresses the technical feasibility of augmenting human vision through Sensing Super-position using a Visual Instrument Sensory Organ Replacement (VISOR). The current implementation of the VISOR device translates visual and other passive or active sensory instruments into sounds, which become relevant when the visual resolution is insufficient for very difficult and particular sensing tasks. A successful Sensing Super-position meets many human and pilot vehicle system requirements. The system can be further developed into cheap, portable, and low power taking into account the limited capabilities of the human user as well as the typical characteristics of his dynamic environment. The system operates in real time, giving the desired information for the particular augmented sensing tasks. The Sensing Super-position device increases the image resolution perception and is obtained via an auditory representation as well as the visual representation. Auditory mapping is performed to distribute an image in time. The three-dimensional spatial brightness and multi-spectral maps of a sensed image are processed using real-time image processing techniques (e.g. histogram normalization) and transformed into a two-dimensional map of an audio signal as a function of frequency and time. This paper details the approach of developing Sensing Super-position systems as a way to augment the human vision system by exploiting the capabilities of the human hearing system as an additional neural input. The human hearing system is capable of learning to process and interpret extremely complicated and rapidly changing auditory patterns. The known capabilities of the human hearing system to learn and understand complicated auditory patterns provided the basic motivation for developing an image-to-sound mapping system.

Maluf, David A.↗

Sensing Super-Position: Human Sensing Beyond the Visual Spectrum

The coming decade of fast, cheap and miniaturized electronics and sensory devices opens new pathways for the development of sophisticated equipment to overcome limitations of the human senses. This paper addresses the technical feasibility of augmenting human vision through Sensing Super-position by mixing natural Human sensing. The current implementation of the device translates visual and other passive or active sensory instruments into sounds, which become relevant when the visual resolution is insufficient for very difficult and particular sensing tasks. A successful Sensing Super-position meets many human and pilot vehicle system requirements. The system can be further developed into cheap, portable, and low power taking into account the limited capabilities of the human user as well as the typical characteristics of his dynamic environment. The system operates in real time, giving the desired information for the particular augmented sensing tasks. The Sensing Super-position device increases the image resolution perception and is obtained via an auditory representation as well as the visual representation. Auditory mapping is performed to distribute an image in time. The three-dimensional spatial brightness and multi-spectral maps of a sensed image are processed using real-time image processing techniques (e.g. histogram normalization) and transformed into a two-dimensional map of an audio signal as a function of frequency and time. This paper details the approach of developing Sensing Super-position systems as a way to augment the human vision system by exploiting the capabilities of Lie human hearing system as an additional neural input. The human hearing system is capable of learning to process and interpret extremely complicated and rapidly changing auditory patterns. The known capabilities of the human hearing system to learn and understand complicated auditory patterns provided the basic motivation for developing an image-to-sound mapping system. The human brain is superior to most existing computer systems in rapidly extracting relevant information from blurred, noisy, and redundant images. From a theoretical viewpoint, this means that the available bandwidth is not exploited in an optimal way. While image-processing techniques can manipulate, condense and focus the information (e.g., Fourier Transforms), keeping the mapping as direct and simple as possible might also reduce the risk of accidentally filtering out important clues. After all, especially a perfect non-redundant sound representation is prone to loss of relevant information in the non-perfect human hearing system. Also, a complicated non-redundant image-to-sound mapping may well be far more difficult to learn and comprehend than a straightforward mapping, while the mapping system would increase in complexity and cost. This work will demonstrate some basic information processing for optimal information capture for headmounted systems.

Maluf, David A.↗

Selective attention and the auditory vertex potential. 2: Effects of signal intensity and masking noise

A randomized sequence of tone bursts was delivered to subjects at short inter-stimulus intervals with the tones originating from one of three spatially and frequency specific channels. The subject's task was to count the tones in one of the three channels at a time, ignoring the other two, and press a button after each tenth tone. In different conditions, tones were given at high and low intensities and with or without a background white noise to mask the tones. The N sub 1 component of the auditory vertex potential was found to be larger in response to attended channel tones in relation to unattended tones. This selective enhancement of N sub 1 was minimal for loud tones presented without noise and increased markedly for the lower tone intensity and in noise added conditions.

Schwent, V. L.↗

Program For Workload And Performance Experiments

Multi-Attribute Task (MAT) battery of computer programs gives researcher capability of performing experiments in multitask workloads and performances. Provides benchmark set of tasks for use in wide range of laboratory studies of operator performance and workload. Incorporates tasks analogous to activities aircraft crewmembers perform in flight, while providing high degree of experiment control, performance data on each subtask, and freedom to use nonpilot test subjects. Designed to use serially linked second computer to generate voice messages for communication task. Also used independently of voice computer if no computer-synthesized voice messages desired or if some other method of presenting auditory messages devised. Written in QuickBasic and Assembly language for IBM PC(R) series.

Comstock, J. Raymond, Jr.↗

Mental workload measurement: Event-related potentials and ratings of workload and fatigue

Event-related potentials were elicited when a digitized word representing a pilot's call-sign was presented. This auditory probe was presented during 27 workload conditions in a 3x3x3 design where the following variables were manipulated: short-term load, tracking task difficulty, and time-on-task. Ratings of workload and fatigue were obtained between each trial of a 2.5-hour test. The data of each subject were analyzed individually to determine whether significant correlations existed between subjective ratings and ERP component measures. Results indicated that a significant number of subjects had positive correlations between: (1) ratings of workload and P300 amplitude, (2) ratings of workload and N400 amplitude, and (3) ratings of fatigue and P300 amplitude. These data are the first to show correlations between ratings of workload or fatigue and ERP components thereby reinforcing their validity as measures of mental workload and fatigue.

Biferno, M. A.↗

The Role of Tactile Cueing in Multimodal Displays: Application in Complex Task Environments for Space Exploration

This paper reviews the potential role of tactile cueing in multimodal displays that will need to be developed to enable Extravehicular Activity (EVA) and telerobotic exploration for both Moon and Mars missions. Specific missions to be accomplished during EVA surface and space operations will include construction and assembly, surface and geologic exploration, and excavation for protective shelter from radiation and significant solar particle events. EVA crews have limited time, resources, mobility, visibility and dexterity, and activities take place in a perceptually impoverished environment. Limitations include a loss of spatial reference frame leading to spatial disorientation, a loss of information normally provided by the auditory and somato-sensory systems, and a restricted field of view. In addition, in non-surface operations crew must be able to navigate and operate in a fully six degree of freedom (DoF) environment. Fatigue resulting from suited EVA tasks will also critically affect performance and safety. In order to mitigate these factors, it is important that crews be well trained prior to executing actual missions. There is a critical need to design multimodal interfaces to optimize performance under these conditions for both training and actual operations. Because of the high level of complexity of the EVA environment on the one hand, and the “sensory restrictions” on the other, it makes sense to envisage enhancements to the astronauts’ visual environment. Such an enriched environment may include virtual auditory as well as tactile inputs.

multimodal displays↗

Training Enhances Both Locomotor and Cognitive Adaptability to a Novel Sensory Environment

During adaptation to novel gravitational environments, sensorimotor disturbances have the potential to disrupt the ability of astronauts to perform required mission tasks. The goal of this project is to develop a sensorimotor adaptability (SA) training program to facilitate rapid adaptation. We have developed a unique training system comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to enhance sensorimotor adaptability. The goal of our present study was to determine if SA training improved both the locomotor and cognitive responses to a novel sensory environment and to quantify the extent to which training would be retained. Methods: Twenty subjects (10 training, 10 control) completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill but did not receive any support surface or visual alterations. To determine the efficacy of training all subjects performed the Transfer Test upon completion of training. For this test, subjects were exposed to novel visual flow and support surface movement, not previously experienced during training. The Transfer Test was performed 20 minutes, 1 week, 1, 3 and 6 months after the final training session. Stride frequency, auditory reaction time, and heart rate data were collected as measures of postural stability, cognitive effort and anxiety, respectively. Results: Using mixed effects regression methods we determined that subjects who received SA training showed less alterations in stride frequency, auditory reaction time and heart rate compared to controls. Conclusion: Subjects who received SA training improved performance across a number of modalities including enhanced locomotor function, increased multi-tasking capability and reduced anxiety during adaptation to novel discordant sensory information. Trained subjects maintained their level of performance over six months.

Bloomberg, J. J.↗

Advanced Multimodal Solutions for Information Presentation

High-workload, fast-paced, and degraded sensory environments are the likeliest candidates to benefit from multimodal information presentation. For example, during extra-vehicular activity (EVA) and telerobotic operations, the sensory restrictions associated with such a hostile environment provide a major challenge to maintaining the situation awareness (SA) required for safe operations. In particular, orientation, navigation, and collision avoidance are critical aspects of EVA tasks that need to be addressed to ensure the safety of the crew and the success of the mission. Multimodal displays hold promise to enhance situation awareness and task performance by utilizing different sensory modalities and maximizing their effectiveness based on appropriate interaction between modalities. Multimodal displays will also play an important role for long-duration information systems and will likely begin to be developed in the early phases of cislunar Gateway, and later lunar or Mars transit missions. Information systems are envisioned for LDEMs that require spacecraft with greater crew autonomy and increased dependence on computer-provided information needed to perform routine tasks, as well as time- and safety critical tasks. Such a system will require a single, common interface that is easy to learn and use and accesses key information from all relevant vehicle/habitat systems to enable task performance in both nominal and emergency conditions. Understanding of multimodal display technologies and their interactions will help to inform interface guidelines for LDEMs. The scope of the current report is an analysis of potential multimodal display technologies for long duration missions and, in particular, will focus on their potential role in EVA activities. The review will address multimodal (combined visual, auditory and/or tactile) displays investigated by the National Aeronautics and Space Administration (NASA), industry, and Department of Defense (DoD). It also considers the need for adaptive information systems to accommodate a variety of operational contexts such as crew status (e.g., fatigue, workload level) and task environment (e.g., EVA, habitat, rover, spacecraft). Current approaches to guidelines and best practices for combining modalities for the most effective information displays are also reviewed. Potential issues in developing interface guidelines for LDEMs are briefly considered.

multimodal displays↗

Validation of A Sensorimotor Disorientation Ground Analog

INTRODUCTION Simulating the sensorimotor disorientation effects of gravity transitions after prolonged stays in microgravity is exceedingly challenging on Earth. In a previous study [1], a Sensorimotor Disorientation Analog (SDA) was developed based on subjective feedback from previously flown astronauts. The purpose of this study was to validate this SDA by comparing performance in movement tasks that have a wealth of spaceflight data against task performance while using the SDA. METHODS Thirty healthy non-astronaut subjects (17 males, 13 females; Mean ± SD, Age: 33.5 ± 7.2 years, Height: 68.0 ± 3.4 in, Weight: 164 ± 26 lbs.) volunteered to participate in this study. Subjects performed three movement tasks: computerized dynamic posturography (CDP), obstacle walk, and tandem walk. For CDP, subjects maintained an upright stance for 20s with eyes closed on an unstable pitch sway-referenced platform with head erect (sensory organization test (SOT)-5) and with head pitch ±20° to an auditory cue(SOT-5M). The obstacle walk involved a sit-to-stand with 10s of quiet stance followed by walking to and around a cone placed 4m away while navigating a 30cm obstacle to the cone and back. The tandem walk involved walking heel-to-toe for approximately 10-12 steps with eyes open and eyes closed. Subjects performed the three movement tasks under three levels of the SDA replicating different time points of recovery: none (preflight), low (Return (R)+24- 48hours), and high (R+0- 24hours). The SDA included galvanic vestibular stimulation (GVS) to disorient the vestibular system and a weighted suit (trunk, wrists, and ankles) to alter proprioceptive feedback and replicate subjective heaviness. RESULTS As the SDA magnitude increased, overall performance outcomes decreased. However, the ability of the SDA to replicate the range of astronaut postflight performance was task dependent. CDP SOT-5 performance across SDA levels closely replicated astronaut performance at all time points. SOT-5M, however, had minimal performance changes across SDA levels and was unable to replicate astronaut performance. The obstacle walk showed performance changes across SDA levels and matched astronaut performance preflight and at R+24-48hrs (low). Obstacle walk performance at the high SDA level was reduced in comparison to the low level; however, it was not replicative of astronaut performance immediately after landing. Last, tandem walk had distinct groupings of performance across SDA levels and was able to elicit a high level of disorientation consistent with R+0-24 hours (high) postflight performance for eyes open and eyes closed. The low SDA level for both eyes open and eyes closed was more disruptive than previous crewmember performance at the R+24-48 hours timepoint. CONCLUSION The SDA was developed to replicate postflight sensorimotor disruptions. However, it is well-known that immediately post-landing, astronauts can experience motion sickness, dehydration, fatigue, orthostatic intolerance, illusory sensations, lumbar pain, etc. This multi-system response to return to 1G varies widely across astronauts and, as such, it was not unexpected that the extreme ends of responses in the R+0-24hrs time period were the most difficult to replicate. These results suggest that the SDA levels are able to elicit distinct performance groupings and, although not able to perfectly replicate R+0-24hrs, the SDA did replicate a large range of performance after return to Earth.

S C Moudy↗

Influence of auditory fatigue on masked speech intelligibility

Intelligibility of PB word lists embedded in simultaneous masking noise was evaluated before and after fatiguing-noise exposure, which was determined by observing the number of words correctly repeated during a shadowing task. Both the speech signal and the masking noise were filtered to a 2825-3185-Hz band. Masking-noise leves were varied from 0- to 90-dB SL. Fatigue was produced by a 1500-3000-Hz octave band of noise at 115 dB (re 20 micron-Pa) presented continuously for 5 min. The results of three experiments indicated that speed intelligibility was reduced when the speech was presented against a background of silence but that the fatiguing-noise exposure had no effect on intelligibility when the speech was made more intense and embedded in masking noise of 40-90-dB SL. These observations are interpreted by considering the recruitment produced by fatigue and masking noise.

Parker, D. E.↗

Selective attention and the auditory vertex potential. I - Effects of stimulus delivery rate. II - Effects of signal intensity and masking noise

The effects of varying the rate of delivery of dichotic tone pip stimuli on selective attention measured by evoked-potential amplitudes and signal detectability scores were studied. The subjects attended to one channel (ear) of tones, ignored the other, and pressed a button whenever occasional targets - tones of a slightly higher pitch were detected in the attended ear. Under separate conditions, randomized interstimulus intervals were short, medium, and long. Another study compared the effects of attention on the N1 component of the auditory evoked potential for tone pips presented alone and when white noise was added to make the tones barely above detectability threshold in a three-channel listening task. Major conclusions are that (1) N1 is enlarged to stimuli in an attended channel only in the short interstimulus interval condition (averaging 350 msec), (2) N1 and P3 are related to different modes of selective attention, and (3) attention selectivity in multichannel listening task is greater when tones are faint and/or difficult to detect.

Schwent, V. L.↗

Game-like tasks for comparative research: leveling the playing field

Game-like computer tasks offer many benefits for psychological research. In this paper, the usefulness of such tasks to bridge population differences (e.g., age, intelligence, species) is discussed and illustrated. A task called ALVIN was used to assess humans' and monkeys' working memory for sequences of colors with or without tones. Humans repeated longer lists than did the monkeys, and only humans benefited when the visual stimuli were accompanied by auditory cues. However, the monkeys did recall sequences at levels comparable to those reported elsewhere for children. Comparison of similarities and differences between the species is possible because the two groups were tested with exactly the same game-like paradigm.

NASA Discipline Number 06-10↗

Gait Adaptability Training Improves Both Postural Stability and Dual-Tasking Ability

After spaceflight, the process of readapting to Earth's gravity commonly presents crewmembers with a variety of locomotor challenges. Our recent work has shown that the ability to adapt to a novel discordant sensorimotor environment can be increased through preflight training, so one focus of our laboratory has been the development of a gait training countermeasure to expedite the return of normal locomotor function after spaceflight. We used a training system comprising a treadmill mounted on a motion base facing a virtual visual scene that provided a variety of sensory challenges. As part of their participation in a larger retention study, 10 healthy adults completed 3 training sessions during which they walked on a treadmill at 1.1 m/s while receiving discordant support-surface and visual manipulations. After a single training session, subjects stride frequencies improved, and after 2 training sessions their auditory reaction times improved, where improvement was indicated by a return toward baseline values. Interestingly, improvements in reaction time came after stride frequency improvements plateaued. This finding suggests that postural stability was given a higher priority than a competing cognitive task. Further, it demonstrates that improvement in both postural stability and dual-tasking can be achieved with multiple training exposures. We conclude that, with training, individuals become more proficient at walking in discordant sensorimotor conditions and are able to devote more attention to competing tasks.

Brady, Rachel A.↗

Training to Facilitate Adaptation to Novel Sensory Environments

After spaceflight, the process of readapting to Earth s gravity causes locomotor dysfunction. We are developing a gait training countermeasure to facilitate adaptive responses in locomotor function. Our training system is comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to train subjects to rapidly adapt their gait patterns to changes in the sensory environment. The goal of our present study was to determine if training improved both the locomotor and dual-tasking ability responses to a novel sensory environment and to quantify the retention of training. Subjects completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill without any support surface or visual alterations. To determine the efficacy of training, all subjects were then tested using a novel visual flow and support surface movement not previously experienced during training. This test was performed 20 minutes, 1 week, and 1, 3, and 6 months after the final training session. Stride frequency and auditory reaction time were collected as measures of postural stability and cognitive effort, respectively. Subjects who received training showed less alteration in stride frequency and auditory reaction time compared to controls. Trained subjects maintained their level of performance over 6 months. We conclude that, with training, individuals became more proficient at walking in novel discordant sensorimotor conditions and were able to devote more attention to competing tasks.

Bloomberg, J. J.↗

PROCRU: A model for analyzing crew procedures in approach to landing

A model for analyzing crew procedures in approach to landing is developed. The model employs the information processing structure used in the optimal control model and in recent models for monitoring and failure detection. Mechanisms are added to this basic structure to model crew decision making in this multi task environment. Decisions are based on probability assessments and potential mission impact (or gain). Sub models for procedural activities are included. The model distinguishes among external visual, instrument visual, and auditory sources of information. The external visual scene perception models incorporate limitations in obtaining information. The auditory information channel contains a buffer to allow for storage in memory until that information can be processed.

Baron, S.↗

Information for Lateral Aircraft Spacing Enabling Closely-Spaced Runway Operations During Instrument-Weather Conditions

In an effort to increase airport capacity, the U.S. plans on investing nearly $6 billion a year to properly maintain and improve the nation's major airports. Current FAA standards however, require a reduction in terminal operations during instrument-weather conditions at many airports, causing delays and reducing airport capacity. NASA, in cooperation with the FAA, has developed the Terminal Area Productivity Program to achieve clear-weather capacity in instrument- weather conditions for all phases of flight. This paper describes a series of experiments planned to investigate the conceptual design of different systems that provide information to flight crews regarding nearby traffic during the approach phase of flight. The purpose of this investigation is to identify and evaluate different display and auditory interfaces to the crew for use in closely-spaced parallel runway operations. Three separate experiments are planned for the investigation. The first two experiments will be conducted using part-task flight simulators located at the MIT Aeronautical Systems Laboratory and at NASA Ames. The third experiment will be conducted in the Advanced Concepts Flight Simulator, a generic "glass-cockpit" simulator at NASA Ames. Subjects for each experiment will be current glass-cockpit pilots from major U.S. air carriers. Subject crews will fly several experimental scenarios in which pseudo-aircraft are "blundered" into the subject aircraft simulation. Runway spacing, longitudinal aircraft separation, aircraft performance and traffic information will be varied. Analyses of the subject reaction times in evading the blundering aircraft and the resulting closest points of approach will be conducted. This paper presents a preliminary examination of the data recorded during the part-task experiments. The impact of traffic information on closely-spaced parallel runway operations is discussed, cockpit displays to aid these operations are examined, and topics for future research are suggested.

Thrush, Trent↗

Effects of combining vertical and horizontal information into a primary flight display

A ground-based aircraft simulation study was conducted to determine the effects of combining vertical and horizontal flight information into a single display. Two display configurations were used in this study. The first configuration consisted of a Primary Flight Display (PFD) format and a Horizontal Situation Display (HSD) with the PFD displayed conventionally above the HSD. For the second display configuration, the HSD format was combined with the PFD format. Four subjects participated in this study. Data were collected on performance parameters, pilot-control inputs, auditory evoked response parameters (AEP), oculometer measurements (eye-scan), and heart rate. Subjective pilot opinion was gathered through questionnaire data and scorings for both the Subjective Workload Assessment Technique (SWAT) and the NASA Task Load Index (NASA-TLX). The results of this study showed that, from a performance and subjective standpoint, the combined configuration was better than the separate configuration. Additionally, both the eye-transition and eye-dwell times for the separate HSD were notably higher than expected, with a 46% increase in available visual time when going from double to single display configuration.

Abbott, Terence S.↗