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At least 73 records · Page 4

PLANT - An experimental task for the study of human problem solving in process control

An experimental tool for the investigation of human problem-solving behavior is introduced. Production Levels and Network Troubleshooting (PLANT) is a computer-based process-control task which may be used to provide opportunities for subjects to control a dynamic system and diagnose, repair, and compensate for system failures. The task is described in detail, and experiments which have been conducted using PLANT are briefly discussed.

Morris, N. M.

The potential application of the blackboard model of problem solving to multidisciplinary design

Problems associated with the sequential approach to multidisciplinary design are discussed. A blackboard model is suggested as a potential tool for implementing the multilevel decomposition approach to overcome these problems. The blackboard model serves as a global database for the solution with each discipline acting as a knowledge source for updating the solution. With this approach, it is possible for engineers to improve the coordination, communication, and cooperation in the conceptual design process, allowing them to achieve a more optimal design from an interdisciplinary standpoint.

Rogers, J. L.

Robot computer problem solving system

The conceptual, experimental, and practical aspects of the development of a robot computer problem solving system were investigated. The distinctive characteristics were formulated of the approach taken in relation to various studies of cognition and robotics. Vehicle and eye control systems were structured, and the information to be generated by the visual system is defined.

Becker, J. D.

Coordinating complex problem-solving among distributed intelligent agents

A process-oriented control model is described for distributed problem solving. The model coordinates the transfer and manipulation of information across independent networked applications, both intelligent and conventional. The model was implemented using SOCIAL, a set of object-oriented tools for distributing computing. Complex sequences of distributed tasks are specified in terms of high level scripts. Scripts are executed by SOCIAL objects called Manager Agents, which realize an intelligent coordination model that routes individual tasks to suitable server applications across the network. These tools are illustrated in a prototype distributed system for decision support of ground operations for NASA's Space Shuttle fleet.

Adler, Richard M.

Studies in interactive communication. II - The effects of four communication modes on the linguistic performance of teams during cooperative problem solving

Two-man teams solved credible, 'real world' problems for which computer assistance has been or could be useful. Conversations were carried on in one of four modes of communication: typewriting, handwriting, voice, and natural unrestricted communication. Performance was assessed on three classes of dependent measures: time to solution, behavioral measures of activity, and linguistic measures. Significant differences among the communication modes were found in each of the three classes. This paper is concerned mainly with the results of the linguistic analyses. Linguistic performance was assessed with 182 measures, most of which turned out to be redundant and some of which were useless or meaningless. Those that remain show that although problems can be solved faster in the oral modes than in the hard-copy modes, the oral modes are characterized by many more messages, sentences, words, and unique words; much higher communication rates; but lower type-token ratios. Although a number of significant problem and job-role effects were found, there were relatively few significant interactions of modes with thsse variables. It appears, therefore, that the mode effects hold for both problems and for both job roles assigned to the subjects.

Chapanis, A.

Acquisition and performance of a problem-solving skill.

The acquisition of skill in the performance of a three-phase code transformation task (3P-COTRAN) was studied with 20 subjects who solved 27 3P-COTRAN problems during each of 8 successive sessions. The purpose of the study was to determine the changes in the 3P-COTRAN factor structure resulting from practice, the distribution of practice-related gains in performance over the nine measures of the five 3P-COTRAN factors, and the effects of transformation complexities on the 3P-COTRAN performance of subjects. A significant performance gain due to practice was observed, with improvements in speed continuing even when accuracy reached asymptotic levels. Transformation complexity showed no effect on early performances but the 3- and 4-element transformations were solved quicker than the 5-element transformation in the problem-solving Phase III of later skilled performances.

Morgan, B. B., Jr.

Robot computer problem solving system

Continuing research is reported in a program aimed at the development of a robot computer problem solving system. The motivation and results are described of a theoretical investigation concerning the general properties of behavioral systems. Some of the important issues which a general theory of behavioral organization should encompass are outlined and discussed.

Becker, J. D.

Decision making and problem solving with computer assistance

In modern guidance and control systems, the human as manager, supervisor, decision maker, problem solver and trouble shooter, often has to cope with a marginal mental workload. To improve this situation, computers should be used to reduce the operator from mental stress. This should not solely be done by increased automation, but by a reasonable sharing of tasks in a human-computer team, where the computer supports the human intelligence. Recent developments in this area are summarized. It is shown that interactive support of operator by intelligent computer is feasible during information evaluation, decision making and problem solving. The applied artificial intelligence algorithms comprehend pattern recognition and classification, adaptation and machine learning as well as dynamic and heuristic programming. Elementary examples are presented to explain basic principles.

Kraiss, F.

Chemical network problems solved on NASA/Goddard's massively parallel processor computer

The single instruction stream, multiple data stream Massively Parallel Processor (MPP) unit consists of 16,384 bit serial arithmetic processors configured as a 128 x 128 array whose speed can exceed that of current supercomputers (Cyber 205). The applicability of the MPP for solving reaction network problems is presented and discussed, including the mapping of the calculation to the architecture, and CPU timing comparisons.

Cho, Seog Y.

Problem-Solving Environments (PSEs) to Support Innovation Clustering

This paper argues that there is need for high level concepts to inform the development of Problem-Solving Environment (PSE) capability. A traditional approach to PSE implementation is to: (1) assemble a collection of tools; (2) integrate the tools; and (3) assume that collaborative work begins after the PSE is assembled. I argue for the need to start from the opposite premise, that promoting human collaboration and observing that process comes first, followed by the development of supporting tools, and finally evolution of PSE capability through input from collaborating project teams.

Gill, Zann

Exploring Professor Motivations and Implementations of a Real-World Problem-Solving Project

Engineering education literature offers a variety of theoretical and conceptual frameworks for project-based learning. This study explores the implementation of real-world problem-solving projects in engineering education. The research team analyzed the motivations and methods behind professors' adoption of such projects through exploratory qualitative interviews with seven professor participants who integrated a nation-wide student competition into their courses. We analyzed the resulting data using a constructivist grounded theory approach to identify key themes of professor practices. Findings reveal that the real-world aspect of the projects and alignment with values and research interests were primary motivators for implementation. While implementation methods varied significantly based on context (i.e., university setting, course type), we found that these projects could be effectively integrated into various classroom settings. The findings support the recommendation for non-academic institutions to develop and manage competitions that can be integrated into classrooms and which offer a point of engagement that is available to professors from a wide range of disciplines.

42 ENGINEERING

Knowledge based translation and problem solving in an intelligent individualized instruction system

An Intelligent Individualized Instruction I(sup 3) system is being built to provide computerized instruction. We present the roles of a translator and a problem solver in an intelligent computer system. The modular design of the system provides for easier development and allows for future expansion and maintenance. CLIPS modules and classes are utilized for the purpose of the modular design and inter module communications. CLIPS facts and rules are used to represent the system components and the knowledge base. CLIPS provides an inferencing mechanism to allow the I(sup 3) system to solve problems presented to it in English.

Jung, Namho

Human problem solving performance in a fault diagnosis task

It is proposed that humans in automated systems will be asked to assume the role of troubleshooter or problem solver and that the problems which they will be asked to solve in such systems will not be amenable to rote solution. The design of visual displays for problem solving in such situations is considered, and the results of two experimental investigations of human problem solving performance in the diagnosis of faults in graphically displayed network problems are discussed. The effects of problem size, forced-pacing, computer aiding, and training are considered. Results indicate that human performance deviates from optimality as problem size increases. Forced-pacing appears to cause the human to adopt fairly brute force strategies, as compared to those adopted in self-paced situations. Computer aiding substantially lessens the number of mistaken diagnoses by performing the bookkeeping portions of the task.

Rouse, W. B.

Extreme Problem Solving: The New Challenges of Deep Space Exploration

On the International Space Station today, the crew has the near real-time support of a large group of system experts on the ground when dealing with problems on-board. For exploration beyond Low Earth Orbit, however, intermittent and delayed communication with ground will force small crews to take the lead in responding to vehicle anomalies. Enabling a flight crew of roughly four astronauts to perform the job that has traditionally been done by a ground crew of over 80 experts will require a fundamental rethinking of human-systems integration. Through observations of anomaly resolution processes, interviews with system experts and astronauts, and analyses of problem-solving models, we have identified the capabilities that are not currently available on-board but will be needed to enable safe exploration further away from Earth. These include increased data access, just-in-time training tools and technologies, and troubleshooting decision support. Important questions remain on how these technologies can be designed and implemented for increased crew autonomy. We present this critical challenge for deep space exploration to the human-computer interaction research community to reflect on the areas identified by our needs analysis and contemplate how they might be manifested as solutions.

autonomy

Thinking Inside the Box: A Hands-on Student Activity for Building a Contamination Containment Glovebox to Encourage Problem Solving in a Collaborative Environment

Engineers from the National Aeronautics and Space Administration (NASA) and education experts from the Virginia Space Grant Consortium (VSGC) partnered together to create a hands-on student activity to teach students about problem solving, working in a collaborative environment, and about the unique career fields of contamination control and planetary protection. The activity focuses on contamination containment gloveboxes, which are sealed containers where operators outside the glovebox can safely manipulate hazardous or contamination-sensitive materials inside the glovebox through glove ports on the container. The activity utilizes common household materials and teams of students work together to design and build a glovebox using the materials provided. Once the glovebox has been constructed, students perform a task under a time constraint by using their glovebox to assemble a puzzle “contaminated” with corn starch. In a post-activity debrief, teams discuss lessons learned such as how the actual built glovebox differed from the sketched design, the challenge of managing a budget for materials, how the team dealt with surprises, and if their glovebox allowed enough room for the operator to perform the task. This activity has been part of VSGC’s Virginia Earth System Science Scholars (VESSS) summer academy program for high school students since 2016, and has been an engaging method to teach students teamwork, creativity, hands-on experimentation, communication, and reasoning skills while also teaching them about unique engineering fields such as contamination control and planetary protection.

Student activity