CAST SE211 Training for Attention Management Final Report
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Engineering topics
Publications and source records attributed to Alan T Pope.
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Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).
The past century of passenger flight has seen continuous improvement in aviation safety by the aerospace industry. However, while commercial aviation accident rates have continued to decline, human error-related incident and accident rates remain remarkably constant across all types of aviation (Shappell, et al., 2007). Unfortunately, this level of human error is unacceptable when considering projections for increased traffic volume (FAA, 2009), and is likely to yield more incidents and accidents unless a more complete understanding of operator error is achieved and remediations are implemented. One area of interest highlighted by researchers is Hazardous States of Awareness (HSAs) that can result from deficiencies in the design and inappropriate use of human-machine interfaces. Identifying and mitigating HSAs is critical for reducing operator errors. One promising approach uses psychophysiological measures which enable automated systems to adapt to the operator?s state and modify modes of operation to support optimal human performance (Scerbo, 2007). This paper will survey previous research and describe future directions for the application of psychophysiological measures of operators derived from cortical and autonomic assessment to perform real-time adaptive modulation of human-automation task mode mixes. The authors will present a summary of previous work done at NASA LaRC and Old Dominion University using a Psychophysiologically Adaptive System (PAS) in which the level of automation of the NASA Multi-Attribute Task Battery was modulated based on Engagement Indices derived from the users? electroencephalogram (Pope, Bogart, & Bartolome, 1995; for review see, Scerbo, Freeman, & Mikulka, 2003). Future theoretical and methodological directions for this type of closed-loop research will be discussed. Specifically, the capacity for this type of PAS to maintain effective operator state and to enable validation of candidate physiological indices will be described. Consideration will also be given to critical system characteristics (e.g., engagement indices, methods for invoking changes among system states, individual differences among users, etc.) that have been or still need to be studied. The potential of the PAS approach for interactive system design and prototyping will also be described. Examples of adaptive automation flight deck concepts in recent experiments will be highlighted and discussed.
A recent spin-off from flight deck adaptive automation research at NASA Langley Research Center is a biocybernetic invention referred to informally as MindShift. When using the MindShift technology, a person is able to play off-the-shelf Nintendo Wii games enhanced with biofeedback, which is used to improve self-regulation of physiological functioning. Therefore, the user experiences the challenge of regulating their physiological responses during gameplay in addition to the intended challenges presented in the video game. The research projects being conducted under the supervision of Dr. Alan Pope and Chad Stephens at NASA Langley Research Center examine the effects of interacting with the MindShift invention technology on subjects' self-regulation of heart rate and brainwave activity, performance in the games, performance on cognitive tasks, and subjective experience of effort (i.e., workload). The MindShift invention's effects are being compared to the effects of interacting with the games without the MindShift technology and to the effects of interacting with commercial-off-the-shelf (COTS) brain-computer interface (BCI) technology, specifically the Mattel Mind Flex and the Uncle Milton Star Wars Force Trainer. A 32-channel electroencephalograph system is used to record subjects' brainwave and electrocardiographic activity. The potential for biofeedback game system applications is wide-ranging - from a more engaging form of clinical biofeedback training to a new challenge for avid gamers. Consequently, research needs to be conducted to fully understand the effects that these new games have on a person's physiological and psychological functioning. Biocybernetic technology like MindShift developed from the idea that operators of critical systems such as aerospace systems could hone their stress management and attention skills in biofeedback-augmented leisure activities while off-the-job in order to positively affect their on-the-job performance. This human performance enhancement technology is applicable to skill training on manually controlled critical tasks, such as unmanned aerial vehicle teleoperation, thus enabling the training of cognitive skills to be concurrent with manual skills. Furthermore, this type of technology can apply to medical and clinical uses of biofeedback by serving as an additional form of clinical biofeedback training that may be particularly useful for those with ADHD.
For over two decades, researchers at NASA Langley Research Center have been combining principles of engineering and psychology to explore the cognitive experiences of system operators. Conceptualizing the application of this interdisciplinary combination in the context of operators? extracurricular activities has resulted in the creation of numerous mental training spin-off technologies. Methods derived from feedback control concepts have been employed to assess the brains responses when managing automation and principles of conditioning have been embodied in devices designed to reinforce effective modes of psychophysiological activity. These methods and devices will be discussed and how they are being applied to ameliorate attention and stress disorders in clinical practice and impediments to optimal performance in sports will be demonstrated.
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