Startle and surprise are often cited as potentially contributing factors to aircraft incidents due to their possible negative effects on flightcrew performance. In this paper, we provide definitions of startle and surprise with the goal of delineating their differences. In the past, these terms have often been used interchangeably; however, there are distinctive conceptual, behavioral, and physiological differences between the startle reflex and the surprise emotion. Furthermore, we investigated the prevale nce of startle and surprise on the flight deck by examining voluntary incident reports in the Aviation Safety Reporting System (ASRS) and found surprise to be more prevalent than startle. Implications of these findings and limitations of our initial exploratory analysis are discussed.
A field assessment of multimodal communication (MMC) was conducted as part of a program integration demonstration to support and enable bi-directional communication between a dismounted Soldier and a robot teammate. In particular, the assessment was focused on utilizing auditory and visual/gesture based communications. The task involved commanding a robot using semantically-based MMC. Initial participant data indicates a positive experience with the multimodal interface (MMI) prototype. The results of the experiment inform recommendations for multimodal designers regarding perceived usability and functionality of the currently implemented MMI.
The intent of this evaluation is to describe the unique benefits that may be provided to human robot interaction (HRI) researchers by the capabilities of commercially available binocular head-mounted displays (HMDs) and associated handheld controllers. Three popular HMDs (Oculus Rift, HTC Vive, and Google Daydream) were compared across eight factors: cost, head tracking fidelity, visual resolution, user mobility, hand tracking fidelity, number of input modes, adaptability of input, and provided tracking space. Each of these elements was considered in the context of their relevance to the field of HRI, and potential importance for conducting research in immersive virtual reality (IVR). A Pugh chart was developed to succinctly compare the pros and cons of each headset alongside a description of IVR tasks for HRI military research as well as examples taken from work currently being conducted in our lab.
In this paper, we describe an ongoing exploratory study investigating human mental models of tactical robot movement under different combinations of mission commands, constraints, and environmental features. In particular, we are assessing the relationship between participants’ mental models of robot form and their expectations for robot movement. The results of this study will inform the design of future experimentation with a soldier population and the design of tactical robot movement behaviors. Due to data collection being in its early stages, findings will be presented at the 2015 HFES Annual Meeting.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.