Search NASA⌕ Search

SEARCH · Search NASA

Results for “VISUAL TASK”

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 163 records · Page 9

Identifying Head-Trunk and Lower Limb Contributions to Gaze Stabilization During Locomotion

The goal of the present study was to determine how the multiple, interdependent full-body sensorimotor subsystems respond to a change in gaze stabilization task constraints during locomotion. Nine subjects performed two gaze stabilization tasks while walking at 6.4 km/hr on a motorized treadmill: 1) focusing on a central point target; 2) reading numeral characters; both presented at 2m in front at the level of their eyes. While subjects performed the tasks we measured: temporal parameters of gait, full body sagittal plane segmental kinematics of the head, trunk, thigh, shank and foot, accelerations along the vertical axis at the head and the shank, and the vertical forces acting on the support surface. We tested the hypothesis that with the increased demands placed on visual acuity during the number recognition task, subjects would modify full-body segmental kinematics in order to reduce perturbations to the head in order to successfully perform the task. We found that while reading numeral characters as - compared to the central point target: 1) compensatory head pitch movement was on average 22% greater despite the fact that the trunk pitch and trunk vertical translation movement control were not significantly changed; 2) coordination patterns between head and trunk as reflected by the peak cross correlation between the head pitch and trunk pitch motion as well as the peak cross correlation between the head pitch and vertical trunk translation motion were not significantly changed; 3) knee joint total movement was on average 11% greater during the period from the heel strike event to the peak knee flexion event in stance phase of the gait cycle; 4) peak acceleration measured at the head was significantly reduced by an average of 13% in four of the six subjects. This was so even when the peak acceleration at the shank and the transmissibility of the shock wave at heel strike (measured by the peak acceleration ratio of the head/shank) remained unchanged. Taken together these results provide further evidence that the full body contributes to gaze stabilization during locomotion, and that its different functional elements can be modified online to contribute to gaze stabilization for different visual task constraints.

Mulavara, Ajitkumar P.↗

Effect of Passive Horizontal Rotations and Vertical Oscillations on Dynamic Visual Acuity

Astronauts experience sensorimotor disturbances after long duration space flight. These crewmembers may need to egress the vehicle within a few minutes for safety and operational reasons in various sea state conditions following a water landing. Exposure to even low frequency motions induced by sea conditions surrounding a vessel can cause significant fine and gross motor control problems affecting critical functions. The objective of this study was to document human motor and visual performance during simulated wave motion in the 0.1 to 2.0 Hz range. We examined in 12 healthy subjects the changes in accuracy when performing a seated visual target acquisition task in which the location of target was offset vertically during horizontal full body rotation at an oscillating frequency of 0.8 Hz (peak velocity of 160 deg/s). The main finding was that the accuracy of performance degraded in 7 of 12 subjects when acquiring vertical targets at perturbing frequencies of 0.8 Hz in the horizontal plane by one step size. We also examined in a separate study on 12 healthy subjects seated dynamic visual acuity (DVA) task performance during vertical full body oscillations at perturbing frequencies of 2 Hz (peak to peak motion of 5 cm). The main finding was that DVA was significantly reduced when acquiring targets at perturbing oscillations at frequencies of 2 Hz in the vertical plane by approximately 1 chart line. Thus low frequencies of perturbations in the horizontal and vertical planes can cause decrement in visual performance.

Mulavara, Ajitkumar↗

Perceptual learning through optimization of attentional weighting: human versus optimal Bayesian learner

Human performance in visual detection, discrimination, identification, and search tasks typically improves with practice. Psychophysical studies suggest that perceptual learning is mediated by an enhancement in the coding of the signal, and physiological studies suggest that it might be related to the plasticity in the weighting or selection of sensory units coding task relevant information (learning through attention optimization). We propose an experimental paradigm (optimal perceptual learning paradigm) to systematically study the dynamics of perceptual learning in humans by allowing comparisons to that of an optimal Bayesian algorithm and a number of suboptimal learning models. We measured improvement in human localization (eight-alternative forced-choice with feedback) performance of a target randomly sampled from four elongated Gaussian targets with different orientations and polarities and kept as a target for a block of four trials. The results suggest that the human perceptual learning can occur within a lapse of four trials (<1 min) but that human learning is slower and incomplete with respect to the optimal algorithm (23.3% reduction in human efficiency from the 1st-to-4th learning trials). The greatest improvement in human performance, occurring from the 1st-to-2nd learning trial, was also present in the optimal observer, and, thus reflects a property inherent to the visual task and not a property particular to the human perceptual learning mechanism. One notable source of human inefficiency is that, unlike the ideal observer, human learning relies more heavily on previous decisions than on the provided feedback, resulting in no human learning on trials following a previous incorrect localization decision. Finally, the proposed theory and paradigm provide a flexible framework for future studies to evaluate the optimality of human learning of other visual cues and/or sensory modalities.

Non-NASA Center↗

Multi-modal information processing for visual workload relief

The simultaneous performance of two single-dimensional compensatory tracking tasks, one with the left hand and one with the right hand, is discussed. The tracking performed with the left hand was considered the primary task and was performed with a visual display or a quickened kinesthetic-tactual (KT) display. The right-handed tracking was considered the secondary task and was carried out only with a visual display. Although the two primary task displays had afforded equivalent performance in a critical tracking task performed alone, in the dual-task situation the quickened KT primary display resulted in superior secondary visual task performance. Comparisons of various combinations of primary and secondary visual displays in integrated or separated formats indicate that the superiority of the quickened KT display is not simply due to the elimination of visual scanning. Additional testing indicated that quickening per se also is not the immediate cause of the observed KT superiority.

Burke, M. W.↗

Visual/motion cue mismatch in a coordinated roll maneuver

The effects of bandwidth differences between visual and motion cueing systems on pilot performance for a coordinated roll task were investigated. Visual and motion cue configurations which were acceptable and the effects of reduced motion cue scaling on pilot performance were studied to determine the scale reduction threshold for which pilot performance was significantly different from full scale pilot performance. It is concluded that: (1) the presence or absence of high frequency error information in the visual and/or motion display systems significantly affects pilot performance; and (2) the attenuation of motion scaling while maintaining other display dynamic characteristics constant, affects pilot performance.

Shirachi, D. K.↗

Visualization design and verification of Ada tasking using timing diagrams

The use of timing diagrams is recommended in the design and testing of multi-task Ada programs. By displaying the task states vs. time, timing diagrams can portray the simultaneous threads of data flow and control which characterize tasking programs. This description of the system's dynamic behavior from conception to testing is a necessary adjunct to other graphical techniques, such as structure charts, which essentially give a static view of the system. A series of steps is recommended which incorporates timing diagrams into the design process. Finally, a description is provided of a prototype Ada Execution Analyzer (AEA) which automates the production of timing diagrams from VAX/Ada debugger output.

Vidale, R. F.↗

The Identification and Modeling of Visual Cue Usage in Manual Control Task Experiments

Many fields of endeavor require humans to conduct manual control tasks while viewing a perspective scene. Manual control refers to tasks in which continuous, or nearly continuous, control adjustments are required. Examples include flying an aircraft, driving a car, and riding a bicycle. Perspective scenes can arise through natural viewing of the world, simulation of a scene (as in flight simulators), or through imaging devices (such as the cameras on an unmanned aerospace vehicle). Designers frequently have some degree of control over the content and characteristics of a perspective scene; airport designers can choose runway markings, vehicle designers can influence the size and shape of windows, as well as the location of the pilot, and simulator database designers can choose scene complexity and content. Little theoretical framework exists to help designers determine the answers to questions related to perspective scene content. An empirical approach is most commonly used to determine optimum perspective scene configurations. The goal of the research effort described in this dissertation has been to provide a tool for modeling the characteristics of human operators conducting manual control tasks with perspective-scene viewing. This is done for the purpose of providing an algorithmic, as opposed to empirical, method for analyzing the effects of changing perspective scene content for closed-loop manual control tasks.

Sweet, Barbara Townsend↗

Synthetic perspective optical flow: Influence on pilot control tasks

One approach used to better understand the impact of visual flow on control tasks has been to use synthetic perspective flow patterns. Such patterns are the result of apparent motion across a grid or random dot display. Unfortunately, the optical flow so generated is based on a subset of the flow information that exists in the real world. The danger is that the resulting optical motions may not generate the visual flow patterns useful for actual flight control. Researchers conducted a series of studies directed at understanding the characteristics of synthetic perspective flow that support various pilot tasks. In the first of these, they examined the control of altitude over various perspective grid textures (Johnson et al., 1987). Another set of studies was directed at studying the head tracking of targets moving in a 3-D coordinate system. These studies, parametric in nature, utilized both impoverished and complex virtual worlds represented by simple perspective grids at one extreme, and computer-generated terrain at the other. These studies are part of an applied visual research program directed at understanding the design principles required for the development of instruments displaying spatial orientation information. The experiments also highlight the need for modeling the impact of spatial displays on pilot control tasks.

Bennett, C. Thomas↗

Visual Cueing Effects Investigation for a Hovering Task

In simulators, as in actual aircraft, pilots conduct their missions according to perceived vehicle performance and spatial orientation from out-the-window (OTW) information. Ground-based flight simulations rely upon computer-generated OTW visual scenes. The realism and fidelity of a specific OTW simulation therefore has a significant impact on mission effectiveness. This study investigates effects of three visual parameters of the computer-generated image system (field-of-view, collimation, and resolution) on a disturbance-rejection hovering task. Pilots' performance and workload were studied under the following conditions: collimated optics vs. noncollimated optics, wide field-of-view (FOV) vs. narrow FOV, and higher resolution vs. lower resolution. Subjects were instructed to maintain a station-keeping position during disturbances while piloting an uncoupled four degrees-of-freedom (DOF) helicopter model, which had a satisfactory rate-command system in pitch and roll axes and ideal heading and altitude hold. Display collimation and FOV were found to have significant effects on pilots performance and subjective their subjective perception of visual cueing quality.

Chung, William W. Y.↗

Suppression of biodynamic interference in head-tracked teleoperation

The utility of helmet-tracked sights to provide pointing commands for teleoperation of cameras, lasers, or antennas in aircraft is degraded by the presence of uncommanded, involuntary heat motion, referred to as biodynamic interference. This interference limits the achievable precision required in pointing tasks. The noise contributions due to biodynamic interference consists of an additive component which is correlated with aircraft vibration and an uncorrelated, nonadditive component, referred to as remnant. An experimental simulation study is described which investigated the improvements achievable in pointing and tracking precision using dynamic display shifting in the helmet-mounted display. The experiment was conducted in a six degree of freedom motion base simulator with an emulated helmet-mounted display. Highly experienced pilot subjects performed precision head-pointing tasks while manually flying a visual flight-path tracking task. Four schemes using adaptive and low-pass filtering of the head motion were evaluated to determine their effects on task performance and pilot workload in the presence of whole-body vibration characteristic of helicopter flight. The results indicate that, for tracking tasks involving continuously moving targets, improvements of up to 70 percent can be achieved in percent on-target dwelling time and of up to 35 percent in rms tracking error, with the adaptive plus low-pass filter configuration. The results with the same filter configuration for the task of capturing randomly-positioned, stationary targets show an increase of up to 340 percent in the number of targets captured and an improvement of up to 24 percent in the average capture time. The adaptive plus low-pass filter combination was considered to exhibit the best overall display dynamics by each of the subjects.

Lifshitz, S.↗

On the acquisition and representation of procedural knowledge

Historically knowledge acquisition has proven to be one of the greatest barriers to the development of intelligent systems. Current practice generally requires lengthy interactions between the expert whose knowledge is to be captured and the knowledge engineer whose responsibility is to acquire and represent knowledge in a useful form. Although much research has been devoted to the development of methodologies and computer software to aid in the capture and representation of some of some types of knowledge, little attention has been devoted to procedural knowledge. NASA personnel frequently perform tasks that are primarily procedural in nature. Previous work is reviewed in the field of knowledge acquisition and then focus on knowledge acquisition for procedural tasks with special attention devoted to the Navy's VISTA tool. The design and development is described of a system for the acquisition and representation of procedural knowledge-TARGET (Task Analysis and Rule Generation Tool). TARGET is intended as a tool that permits experts to visually describe procedural tasks and as a common medium for knowledge refinement by the expert and knowledge engineer. The system is designed to represent the acquired knowledge in the form of production rules. Systems such as TARGET have the potential to profoundly reduce the time, difficulties, and costs of developing knowledge-based systems for the performance of procedural tasks.

Saito, T.↗

Stride-Cycle Influences on Goal-Directed Head Movements Made During Walking

Horizontal head movements were studied in six subjects as they made rapid horizontal gaze adjustments while walking. The aim of the present research was to determine if gait-cycle events alter the head movement response to a visual target acquisition task. Gaze shifts of approximately 40deg were elicited by a step change in the position of a visual target from a central location to a second location in the left or right horizontal periphery. The timing of the target position change was constrained to occur at 25,50,75 and 100% of the stride cycle. The trials were randomly presented as the subjects walked on a treadmill at their preferred speed (range: 1.25 to 1.48 m/s, mean: 1.39 +/- 0.09 m/s ) . Analyses focused on the movement onset latencies of the head and eyes and on the peak velocity and saccade amplitude of the head movement response. A comparison of the group means indicated that the head movement onset lagged the eye onset (262 ms versus 252 ms). The head and eye movement onset latencies were not affected by either the direction of the target change nor the point in the gait cycle during which the target relocation occurred. However, the presence of an interaction between the gait cycle events and the direction of the visual target shift indicates that the peak head saccade velocity and head saccade amplitude are affected by the natural head oscillations that occur while walking.

Peters, Brian T.↗

Visual enhancements in pick-and-place tasks: Human operators controlling a simulated cylindrical manipulator

A teleoperation simulator was constructed with vector display system, joysticks, and a simulated cylindrical manipulator, in order to quantitatively evaluate various display conditions. The first of two experiments conducted investigated the effects of perspective parameter variations on human operators' pick-and-place performance, using a monoscopic perspective display. The second experiment involved visual enhancements of the monoscopic perspective display, by adding a grid and reference lines, by comparison with visual enhancements of a stereoscopic display; results indicate that stereoscopy generally permits superior pick-and-place performance, but that monoscopy nevertheless allows equivalent performance when defined with appropriate perspective parameter values and adequate visual enhancements.

Kim, Won S.↗

Simple control-theoretic models of human steering activity in visually guided vehicle control

A simple control theoretic model of human steering or control activity in the lateral-directional control of vehicles such as automobiles and rotorcraft is discussed. The term 'control theoretic' is used to emphasize the fact that the model is derived from a consideration of well-known control system design principles as opposed to psychological theories regarding egomotion, etc. The model is employed to emphasize the 'closed-loop' nature of tasks involving the visually guided control of vehicles upon, or in close proximity to, the earth and to hypothesize how changes in vehicle dynamics can significantly alter the nature of the visual cues which a human might use in such tasks.

Hess, Ronald A.↗

Visual enhancements in pick-and-place tasks - Human operators controlling a simulated cylindrical manipulator

A teleoperation simulator has been constructed with vector display system, joysticks, and a simulated cylindrical manipulator, in order to quantitatively evaluate various display conditions. The first of two experiments thus conducted investigated the effects of perspective parameter variations on human operators' pick-and-place performance, using a monoscopic perspective display. The second experiment involved visual enhancements of the monoscopic perspective display, by adding a grid and reference lines, by comparison with visual enhancements of a stereoscopic display; results indicate that stereoscopy generally permits superior pick-and-place performance, but that monoscopy nevertheless allows equivalent performance when defined with appropriate perspective parameter values and adequate visual enhancements.

Kim, Won S.↗

The Challenge of Planning and Execution for Spacecraft Mobile Robots

The need for spacecraft mobile robots continues to grow. These robots offer the potential to increase the capability, productivity, and duration of space missions while decreasing mission risk and cost. Spacecraft Mobile Robots (SMRs) can serve a number of functions inside and outside of spacecraft from simpler tasks, such as performing visual diagnostics and crew support, to more complex tasks, such as performing maintenance and in-situ construction. One of the predominant challenges to deploying SMRs is to reduce the need for direct operator interaction. Teleoperation is often not practical due to the communication latencies incurred because of the distances involved and in many cases a crewmember would directly perform a task rather than teleoperate a robot to do it. By integrating a mixed-initiative constraint-based planner with an executive that supports adjustably autonomous control, we intend to demonstrate the feasibility of autonomous SMRs by deploying one inside the International Space Station (ISS) and demonstrate in simulation one that operates outside of the ISS. This paper discusses the progress made at NASA towards this end, the challenges ahead, and concludes with an invitation to the research community to participate.

Dorais, Gregory A.↗

The effects of stimulus modality and task integrality: Predicting dual-task performance and workload from single-task levels

The influence of stimulus modality and task difficulty on workload and performance was investigated. The goal was to quantify the cost (in terms of response time and experienced workload) incurred when essentially serial task components shared common elements (e.g., the response to one initiated the other) which could be accomplished in parallel. The experimental tasks were based on the Fittsberg paradigm; the solution to a SternBERG-type memory task determines which of two identical FITTS targets are acquired. Previous research suggested that such functionally integrated dual tasks are performed with substantially less workload and faster response times than would be predicted by suming single-task components when both are presented in the same stimulus modality (visual). The physical integration of task elements was varied (although their functional relationship remained the same) to determine whether dual-task facilitation would persist if task components were presented in different sensory modalities. Again, it was found that the cost of performing the two-stage task was considerably less than the sum of component single-task levels when both were presented visually. Less facilitation was found when task elements were presented in different sensory modalities. These results suggest the importance of distinguishing between concurrent tasks that complete for limited resources from those that beneficially share common resources when selecting the stimulus modalities for information displays.

Hart, S. G.↗

Teleoperator performance with varying force and visual feedback

An experimental study was conducted to determine the effects of various forms of visual and force feedback on human performance for several 'peg-in-hole'-type telemanipulation tasks. Each of six human test subjects used a master/slave manipulator during two experimental sessions. In one session the subjects performed the tasks with direct vision, where subtended visual angle, force feedback, task difficulty, and the interaction of subtended visual angle and force feedback made signigicant differences in task completion times. During the other session the tasks were performed using a video monitor for visual feedback, and video frame rate, force feedback, task difficulty and the interaction of frame rate and force feedback were found to make significant differences in task times. An analysis between the direct and video viewing environments showed that apart from subtended visual angle and reduced frame rate, the video medium itself did not significantly affect task times relative to direct viewing.

Massimino, Michael J.↗