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Pope, Alan T.

Publications and source records attributed to Pope, Alan T..

27 records · Page 2

Application of Physiological Self-Regulation and Adaptive Task Allocation Techniques for Controlling Operator Hazardous States of Awareness

Prinzel, Hadley, Freeman, and Mikulka found that adaptive task allocation significantly enhanced performance only when used at the endpoints of the task workload continuum (i.e., very low or high workload), but that the technique degraded performance if invoked during other levels of task demand. These researchers suggested that other techniques should be used in conjunction with adaptive automation to help minimize the onset of hazardous states of awareness (HSA) and keep the operator 'in-the-loop.' The paper reports on such a technique that uses psychophysiological self-regulation to modulate the level of task engagement. Eighteen participants were assigned to three groups (self-regulation, false feedback, and control) and performed a compensatory tracking task that was cycled between three levels of task difficulty on the basis of the electroencephalogram (EEG) record. Those participants who had received self-regulation training performed significantly better and reported lower NASA-TLX scores than participants in the false feedback and control groups. Furthermore, the false feedback and control groups had significantly more task allocations resulting in return-to-manual performance decrements and higher EEG difference scores. Theoretical and practical implications of these results for adaptive automation are discussed.

Prinzel, Lawrence J., III↗

Empirical Analysis of EEG and ERPs for Psychophysiological Adaptive Task Allocation

The present study was designed to test the efficacy of using Electroencephalogram (EEG) and Event-Related Potentials (ERPs) for making task allocation decisions. Thirty-six participants were randomly assigned to an experimental, yoked, or control group condition. Under the experimental condition, a tracking task was switched between task modes based upon the participant's EEG. The results showed that the use of adaptive aiding improved performance and lowered subjective workload under negative feedback as predicted. Additionally, participants in the adaptive group had significantly lower RMSE and NASA-TLX ratings than participants in either the yoked or control group conditions. Furthermore, the amplitudes of the N1 and P3 ERP components were significantly larger under the experimental group condition than under either the yoked or control group conditions. These results are discussed in terms of the implications for adaptive automation design.

Prinzel, Lawrence J., III↗

Helping Video Games Rewire "Our Minds"

Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

Pope, Alan T.↗

Method for Visually Integrating Multiple Data Acquisition Technologies for Real Time and Retrospective Analysis

A system for display on a single video display terminal of multiple physiological measurements is provided. A subject is monitored by a plurality of instruments which feed data to a computer programmed to receive data, calculate data products such as index of engagement and heart rate, and display the data in a graphical format simultaneously on a single video display terminal. In addition live video representing the view of the subject and the experimental setup may also be integrated into the single data display. The display may be recorded on a standard video tape recorder for retrospective analysis.

Bogart, Edward H.↗

Method of encouraging attention by correlating video game difficulty with attention level

A method of encouraging attention in persons such as those suffering from Attention Deficit Disorder is provided by correlating the level of difficulty of a video game with the level of attention in a subject. A conventional video game comprises a video display which depicts objects for interaction with a player and a difficulty adjuster which increases the difficulty level, e.g., action speed and/or evasiveness of the depicted object, in a predetermined manner. The electrical activity of the brain is measured at selected sites to determine levels of awareness, e.g., activity in the beta, theta, and alpha states. A value is generated based on this measured electrical signal which is indicative of the level of awareness. The difficulty level of the game is increased as the awareness level value decreases and is decreased as this awareness level value increases.

Pope, Alan T.↗

Video Game Adapts To Brain Waves

Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

Pope, Alan T.↗

Identification of hazardous awareness states in monitoring environments

A state identification procedure and a model for predicting aerospace crew/system combinations that interact to produce hazardous states are described. This procedure in conjunction with the model provide a capability for evaluating the design of advanced flight deck automation concepts based on the pilot's ability to maintain effective states of awareness. The model describes individual and situational factors that affect the likelihood that persons in operational settings will experience hazardous states of awareness.

Pope, Alan T.↗

Extended attention span training system

Attention Deficit Disorder (ADD) is a behavioral disorder characterized by the inability to sustain attention long enough to perform activities such as schoolwork or organized play. Treatments for this disorder include medication and brainwave biofeedback training. Brainwave biofeedback training systems feed back information to the trainee showing him how well he is producing the brainwave pattern that indicates attention. The Extended Attention Span Training (EAST) system takes the concept a step further by making a video game more difficult as the player's brainwaves indicate that attention is waning. The trainee can succeed at the game only by maintaining an adequate level of attention. The EAST system is a modification of a biocybernetic system that is currently being used to assess the extent to which automated flight management systems maintain pilot engagement. This biocybernetic system is a product of a program aimed at developing methods to evaluate automated flight deck designs for compatibility with human capabilities. The EAST technology can make a contribution in the fields of medical neuropsychology and neurology, where the emphasis is on cautious, conservative treatment of youngsters with attention disorders.

Pope, Alan T.↗

Physiological assessment of task underload

The ultimate goal of research efforts directed at underload, boredom, or complacency in high-technology work environments is to detect conditions or states of the operator that can be demonstrated to lead to performance degradation, and then to intervene in the environment to restore acceptable system performance. Physiological measures may provide indices of changes in condition or state of the operator that may be of value in high-technology work environments. The focus of the present study was on the use of physiological measures in the assessment of operator condition or state in a task underload scenario. A fault acknowledgement task characterized by simple repetitive responses with minimal novelty, complexity, and uncertainty was employed to place subjects in a task underload situation. Physiological measures (electrocardiogram (ECG), electroencephalogram (EEG), and pupil diameter) were monitored during task performance over a one-hour test session for 12 subjects. Each of the physiological measures exhibited changes over the test session indicative of decrements in subject arousal level. While high correlations between physiological measures were found across subjects, individual differences between subjects support the use of profiling techniques to establish baselines unique to each subject.

Comstock, J. Raymond, Jr.↗