Spatial-temporal characteristics of multisensory integration

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Description
We experience spatial separation and temporal asynchrony between visual and

haptic information in many virtual-reality, augmented-reality, or teleoperation systems.

Three studies were conducted to examine the spatial and temporal characteristic of

multisensory integration. Participants interacted with virtual springs using both visual and

haptic senses,

We experience spatial separation and temporal asynchrony between visual and

haptic information in many virtual-reality, augmented-reality, or teleoperation systems.

Three studies were conducted to examine the spatial and temporal characteristic of

multisensory integration. Participants interacted with virtual springs using both visual and

haptic senses, and their perception of stiffness and ability to differentiate stiffness were

measured. The results revealed that a constant visual delay increased the perceived stiffness,

while a variable visual delay made participants depend more on the haptic sensations in

stiffness perception. We also found that participants judged stiffness stiffer when they

interact with virtual springs at faster speeds, and interaction speed was positively correlated

with stiffness overestimation. In addition, it has been found that participants could learn an

association between visual and haptic inputs despite the fact that they were spatially

separated, resulting in the improvement of typing performance. These results show the

limitations of Maximum-Likelihood Estimation model, suggesting that a Bayesian

inference model should be used.
Date Created
2017
Agent

ASU Oculus Fitness Correlation

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Description
The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
Date Created
2016-05
Agent

Investigating Team Coordination in Baseball Using a Novel Joint Decision Making Paradigm

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Description

A novel joint decision making paradigm for assessing team coordination was developed and tested using baseball infielders. Balls launched onto an infield at different trajectories were filmed using four video cameras that were each placed at one of the typical

A novel joint decision making paradigm for assessing team coordination was developed and tested using baseball infielders. Balls launched onto an infield at different trajectories were filmed using four video cameras that were each placed at one of the typical positions of the four infielders. Each participant viewed temporally occluded videos for one of the four positions and were asked to say either “ball” if they would attempt to field it or the name of the bag that they would cover. The evaluation of two experienced coaches was used to assign a group coordination score for each trajectory and group decision times were calculated. Thirty groups of 4 current college baseball players were: (i) teammates (players from same team/view from own position), (ii) non-teammates (players from different teams/view from own position), or (iii) scrambled teammates (players from same team/view not from own position). Teammates performed significantly better (i.e., faster and more coordinated decisions) than the other two groups, whereas scrambled teammates performed significantly better than non-teammates. These findings suggest that team coordination is achieved through both experience with one’s teammates’ responses to particular events (e.g., a ball hit up the middle) and one’s own general action capabilities (e.g., running speed). The sensitivity of our joint decision making paradigm to group makeup provides support for its use as a method for studying team coordination.

Date Created
2017-06-07
Agent

I’ll Show You the Way: Risky Driver Behavior When “Following a Friend”

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Description

Previous research examining social influences on driving behavior has primarily focused on the effects of passengers and surrounding vehicles (e.g., speed contagion). Of current interest was the interaction between drivers that occurs in a “following a friend” scenario, i.e., the

Previous research examining social influences on driving behavior has primarily focused on the effects of passengers and surrounding vehicles (e.g., speed contagion). Of current interest was the interaction between drivers that occurs in a “following a friend” scenario, i.e., the driver of one vehicle (the leader) knows how to get to the desired destination while the driver of a second vehicle (the follower) does not. Sixteen participants drove through a simulated city in a driving simulator under three conditions: (i) a baseline condition in which they could choose their own route, (ii) a navigation system condition in which they were given audible route instructions, and (iii) a “follow a friend” condition in which they required to follow a simulated vehicle. In the follow a friend condition, drivers engaged in significantly more risky behaviors (in comparison to the other conditions) such as making more erratic and higher speed turns and lane changes, maintaining overall higher speed, as well as maintaining a shorter time headway when following a lead vehicle. These effects suggest a relationship to time pressure caused by a fear of getting lost.

Date Created
2017-05-09
Agent

The impact of coordination quality on coordination dynamics and team performance: when humans team with autonomy

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Description
This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing

This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing in robots and synthetic agents. It is possible that adding a synthetic agent as a team member may lead teams to demonstrate different coordination patterns resulting in differences in team cognition and ultimately team effectiveness. The theory of Interactive Team Cognition (ITC) emphasizes the importance of team interaction behaviors over the collection of individual knowledge. In this dissertation, Nonlinear Dynamical Methods (NDMs) were applied to capture characteristics of overall team coordination and communication behaviors. The findings supported the hypothesis that coordination stability is related to team performance in a nonlinear manner with optimal performance associated with moderate stability coupled with flexibility. Thus, we need to build mechanisms in HATs to demonstrate moderately stable and flexible coordination behavior to achieve team-level goals under routine and novel task conditions.
Date Created
2017
Agent

Baseball's Sight-Audition Farness Effect (Safe) when umpiring baserunners: competing visual and auditory cues

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Description
In baseball, the difference between a win and loss can come down to a single call, such as when an umpire judges force outs at first base by typically comparing competing auditory and visual inputs of the ball-mitt sound and

In baseball, the difference between a win and loss can come down to a single call, such as when an umpire judges force outs at first base by typically comparing competing auditory and visual inputs of the ball-mitt sound and the foot-on-base sight. Yet, because the speed of sound in air only travels about 1100 feet per second, fans observing from several hundred feet away will receive auditory cues that are delayed a significant portion of a second, and thus conceivably could systematically differ in judgments compared to the nearby umpire. The current research examines two questions. 1. How reliably and with what biases do observers judge the order of visual versus auditory events? 2. Do observers making such order judgments from far away systematically compensate for delays due to the slow speed of sound? It is hypothesized that if any temporal bias occurs it is in the direction consistent with observers not accounting for the sound delay, such that increasing viewing distance will increase the bias to assume the sound occurred later. It was found that nearby observers are relatively accurate at judging if a sound occurred before or after a simple visual event (a flash), but exhibit a systematic bias to favor visual stimuli occurring first (by about 30 msec). In contrast, distant observers did not compensate for the delay of the speed of sound such that they systematically favored the visual cue occurring earlier as a function of viewing distance. When observers judged simple visual stimuli in motion relative to the same sound burst, the distance effect occurred as a function of the visual clarity of the ball arriving. In the baseball setting, using a large screen projection of baserunner, a diminished distance effect occurred due to the additional visual cues. In summary, observers generally do not account for the delay of sound due to distance.
Date Created
2017
Agent

Effects of pressure and free throw routine on basketball kinematics and sport performance

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Description
In sports, athletes reach new levels every day and are truly masters of their own bodies. Yet, when placed under pressure, the pin-point accuracy and elite level of performance can begin to wane.  Despite plentiful literature investigating the effects of

In sports, athletes reach new levels every day and are truly masters of their own bodies. Yet, when placed under pressure, the pin-point accuracy and elite level of performance can begin to wane.  Despite plentiful literature investigating the effects of pressure on performance, the underlying mechanisms behind decreased performance in sport are not yet clear.  The current research discusses possible theories for “choking under pressure”, the specific mechanisms through which pressure has its effects, and methods to prevent “choking.”  Fourteen current and former basketball players shot free throws with two primary predictor variables: the presence/absence of performance pressure and the restriction
on-restriction of movement during the pre-shot routine. Results were analyzed using 2x2 Within-Subjects Analysis of Variance. For shooting performance, there was an interaction (approaching significance) such that participants were more affected by pressure when allowed to execute their pre-shot routine. For kinematic variables, significant interactions between pressure and movement restriction were found for elbow-knee cross correlations and there were significant main effects of variability of the acceleration of both the elbow and knee angles. In all kinematic measures, participants exhibited more “novice-like” patterns of movement under pressure when movement was not restricted during the pre-shot routine. Primary results indicate promising evidence that motor control may be a mediating variable between pressure and performance and bring into question the value of a pre-shot routine in basketball.
Date Created
2017
Agent

Human-centric detection and mitigation approach for various levels of cell phone-based driver distractions

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Description
Driving a vehicle is a complex task that typically requires several physical interactions and mental tasks. Inattentive driving takes a driver’s attention away from the primary task of driving, which can endanger the safety of driver, passenger(s), as well as

Driving a vehicle is a complex task that typically requires several physical interactions and mental tasks. Inattentive driving takes a driver’s attention away from the primary task of driving, which can endanger the safety of driver, passenger(s), as well as pedestrians. According to several traffic safety administration organizations, distracted and inattentive driving are the primary causes of vehicle crashes or near crashes. In this research, a novel approach to detect and mitigate various levels of driving distractions is proposed. This novel approach consists of two main phases: i.) Proposing a system to detect various levels of driver distractions (low, medium, and high) using a machine learning techniques. ii.) Mitigating the effects of driver distractions through the integration of the distracted driving detection algorithm and the existing vehicle safety systems. In phase- 1, vehicle data were collected from an advanced driving simulator and a visual based sensor (webcam) for face monitoring. In addition, data were processed using a machine learning algorithm and a head pose analysis package in MATLAB. Then the model was trained and validated to detect different human operator distraction levels. In phase 2, the detected level of distraction, time to collision (TTC), lane position (LP), and steering entropy (SE) were used as an input to feed the vehicle safety controller that provides an appropriate action to maintain and/or mitigate vehicle safety status. The integrated detection algorithm and vehicle safety controller were then prototyped using MATLAB/SIMULINK for validation. A complete vehicle power train model including the driver’s interaction was replicated, and the outcome from the detection algorithm was fed into the vehicle safety controller. The results show that the vehicle safety system controller reacted and mitigated the vehicle safety status-in closed loop real-time fashion. The simulation results show that the proposed approach is efficient, accurate, and adaptable to dynamic changes resulting from the driver, as well as the vehicle system. This novel approach was applied in order to mitigate the impact of visual and cognitive distractions on the driver performance.
Date Created
2017
Agent

Effects of Looming Auditory FCW on Brake Reaction Time under Conditions of Distraction

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Description
In 2013, 1.8 million US drivers were responsible for rear-end collisions with other vehicles (NHTSA 2014), for which driver distraction has been identified as the main factor (Campbell, Smith & Najm, 2003; Knipling, Mironer, Hendricks, Tijerina, Everson, Allen & Wilson

In 2013, 1.8 million US drivers were responsible for rear-end collisions with other vehicles (NHTSA 2014), for which driver distraction has been identified as the main factor (Campbell, Smith & Najm, 2003; Knipling, Mironer, Hendricks, Tijerina, Everson, Allen & Wilson 1993; Wang, Knipling & Goodman, 1996). The ubiquity of cell phones and their use behind the wheel has played a major role in distracting these drivers. To mitigate this, some manufacturers are equipping vehicles with forward collision warning (FCW) systems.

Generally, warnings that are perceived as being urgent produce lower response times. One technique for increasing perceived urgency of a warning is called looming, where the signal increases in or more dimensions over time. Looming warning signals have been shown to produce low response times, likely because the recipient perceives the signal as a potential approaching threat, prompting defensive reactions (Graziano and Cooke, 2006).

The present study evaluates the effect of veridical (intensity increases at the rate of closure with the lead vehicle) and high urgency (intensity increases at a rate of Time to Collision minus 0.5 seconds) looming FCW, as well as a static FCW, on drivers’ brake reaction times in the presence of a secondary texting task. Participants’ brake reaction times were recorded as they followed a lead car in a driving simulator, encountering multiple sudden-braking events across the five conditions (a control condition as well as four counterbalanced conditions using a secondary texting task). In the four conditions with a secondary task, participants received no FCW, static FCW, veridical FCW, and high-urgency FCW, respectively. Performance data was analyzed using a repeated measures ANOVA, and a series of pairwise comparisons were then made using Bonferroni corrected pairwise t-tests.

The presence of a visually and manually distracting secondary task (texting) seems to diminish the performance of the looming signals as compared to previous studies that did not use a distraction component. While looming FCW do seem to effectively lower BRTs when the driver is distracted, it is recommended that further research investigate the relationship between secondary task types and their respective levels of distraction, and the effectiveness of auditory looming FCW.
Date Created
2016
Agent

Pilot designed aircraft displays In general aviation: an exploratory study and analysis

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Description
From 2001-2011, the General Aviation (GA) fatal accident rate remained unchanged (Duquette & Dorr, 2014) with an overall stagnant accident rate between 2004 and 2013. The leading cause, loss of control in flight (NTSB, 2015b & 2015c) due to pilot

From 2001-2011, the General Aviation (GA) fatal accident rate remained unchanged (Duquette & Dorr, 2014) with an overall stagnant accident rate between 2004 and 2013. The leading cause, loss of control in flight (NTSB, 2015b & 2015c) due to pilot inability to recognize approach to stall/spin conditions (NTSB, 2015b & 2016b). In 2013, there were 1,224 GA accidents in the U.S., accounting for 94% of all U.S. aviation accidents and 90% of all U.S. aviation fatalities that year (NTSB, 2015c). Aviation entails multiple challenges for pilots related to task management, procedural errors, perceptual distortions, and cognitive discrepancies. While machine errors in airplanes have continued to decrease over the years, human error still has not (NTSB, 2013).

A preliminary analysis of a PC-based, Garmin G1000 flight deck was conducted with 3 professional pilots. Analyses revealed increased task load, opportunities for distraction, confusing perceptual ques, and hindered cognitive performance. Complex usage problems were deeply ingrained in the functionality of the system, forcing pilots to use fallible work arounds, add unnecessary steps, and memorize knob turns or button pushes.

Modern computing now has the potential to free GA cockpit designs from knobs, soft keys, or limited display options. Dynamic digital displays might include changes in instrumentation or menu structuring depending on the phase of flight. Airspeed indicators could increase in size to become more salient during landing, simultaneously highlighting pitch angle on Attitude Indicators and automatically decluttering unnecessary information for landing. Likewise, Angle-of-Attack indicators demonstrate a great safety and performance advantage for pilots (Duquette & Dorr, 2014; NTSB, 2015b & 2016b), an instrument typically found in military platforms and now the Icon A5, light-sport aircraft (Icon, 2016).

How does the design of pilots’ environment—the cockpit—further influence their efficiency and effectiveness? To explore the possibilities for small aircraft displays, a participatory design investigation was conducted with 9 qualified instrument pilots. Aviators designed mock cockpits on a PC using pictorial cutouts of analog (e.g., mechanical dials) and digital (e.g., dynamic displays) controls. Data was analyzed qualitatively and compared to similar work. Finally, a template for GA displays was developed based on pilot input.
Date Created
2016
Agent