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At least 199 records · Page 11

Relationship between alertness, performance, and body temperature in humans

Body temperature has been reported to influence human performance. Performance is reported to be better when body temperature is high/near its circadian peak and worse when body temperature is low/near its circadian minimum. We assessed whether this relationship between performance and body temperature reflects the regulation of both the internal biological timekeeping system and/or the influence of body temperature on performance independent of circadian phase. Fourteen subjects participated in a forced desynchrony protocol allowing assessment of the relationship between body temperature and performance while controlling for circadian phase and hours awake. Most neurobehavioral measures varied as a function of internal biological time and duration of wakefulness. A number of performance measures were better when body temperature was elevated, including working memory, subjective alertness, visual attention, and the slowest 10% of reaction times. These findings demonstrate that an increased body temperature, associated with and independent of internal biological time, is correlated with improved performance and alertness. These results support the hypothesis that body temperature modulates neurobehavioral function in humans.

Non-NASA Center↗

The organization of perception and action in complex control skills

An attempt was made to describe the perceptual, cognitive, and action processes that account for highly skilled human performance in complex task environments. In order to study such a performance in a controlled setting, a laboratory task was constructed and three experiments were performed using human subjects. A general framework was developed for describing the organization of perceptual, cognitive, and action process.

Miller, Richard A.↗

Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed wi th respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the use ful specifications of augmented reality displays, an optical see-thro ugh display was used in an ATC Tower simulation. Three different binocular fields of view (14 deg, 28 deg, and 47 deg) were examined to det ermine their effect on subjects# ability to detect aircraft maneuveri ng and landing. The results suggest that binocular fields of view much greater than 47 deg are unlikely to dramatically improve search perf ormance and that partial binocular overlap is a feasible display tech nique for augmented reality Tower applications.

NATO FURNISHED↗

Human Factors, Habitability and Environmental Health and the Human Integration Design Handbook

For decades, Space Life Sciences and NASA as an Agency have considered NASA-STD-3000, Man-Systems Integration Standards, a significant contribution to human spaceflight programs and to human-systems integration in general. The document has been referenced in numerous design standards both within NASA and by organizations throughout the world. With research program and project results being realized, advances in technology and new information in a variety of topic areas now available, the time arrived to update this extensive suite of requirements and design information. During the past several years, a multi-NASA center effort has been underway to write the update to NASA-STD-3000 with standards and design guidance that would be applicable to all future human spaceflight programs. NASA-STD-3001 - Volumes 1 and 2 - and the Human Integration Design Handbook (HIDH) were created. Volume 1, Crew Health, establishes NASA s spaceflight crew health standards for the pre-flight, in-flight, and post-flight phases of human spaceflight. Volume 2, Human Factors, Habitability and Environmental Health, focuses on the requirements of human-system integration and how the human crew interacts with other systems, and how the human and the system function together to accomplish the tasks for mission success. The HIDH is a compendium of human spaceflight history and knowledge, and provides useful background information and research findings. And as the HIDH is a stand-alone companion to the Standards, the maintenance of the document has been streamlined. This unique and flexible approach ensures that the content is current and addresses the fundamental advances of human performance and human capabilities and constraints research. Current work focuses on the development of new sections of Volume 2 and collecting updates to the HIDH. The new sections in development expand the scope of the standard and address mission operations and support operations. This effort is again collaboration with representatives from the Johnson Space Center Missions Operations and Space Life Sciences Directorates and the Engineering Directorate from Kennedy Space Center as well as discipline experts from across the Agency.

Houbec, Keith↗

TPSAS-NF1676L-14834-DND

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.

Brittany N Neilson↗

Metabolic Costs and Biomechanics of Inclined Ambulation and Exploration Tasks in a Planetary Suit

Observations from Apollo lunar surface extravehicular activities (EVAs) and a few studies conducted in partial-gravity simulation environments have helped us understand suited human performance in reduced-gravity environments. The Constellation Program EVA Systems Project Office initiated a series of tests aimed at increasing our understanding of human performance and suit kinematics under various simulated lunar EVA conditions, including matched unsuited controls, to identify the specific metabolic costs and biomechanics of the prototype Mark III Advanced Spacesuit Technology Demonstrator. A primary goal of the series is to provide evidence-based recommendations for suit mass, center of gravity, pressure, and suit kinematic constraints that optimize human performance in partial-gravity environments. Results will be combined with studies in other lunar analogs to evaluate the effectiveness and limitations of these environments. As our understanding of suited human performance matures, different combinations of variables can be evaluated to determine whether significant interactions exist between parameters. This report provides an overview of key findings of Integrated Suit Test (IST)-2. As future tests are completed, focusing on other suit factors, analog environments, or different suits, study results will be combined and reevaluated. The series of tests comprising IST-2 was conducted from June 13, 2007 through October 24, 2007.

Aerospace environments↗

A review and preliminary evaluation of methodological factors in performance assessments of time-varying aircraft noise effects

The effects of aircraft noise on human performance is considered. Progress is reported in the following areas: (1) review of the literature to identify the methodological and stimulus parameters involved in the study of noise effects on human performance; (2) development of a theoretical framework to provide working hypotheses as to the effects of noise on complex human performance; and (3) data collection on the first of several experimental investigations designed to provide tests of the hypotheses.

Coates, G. D.↗

Model for Predicting the Performance of Planetary Suit Hip Bearing Designs

Designing a space suit is very complex and often requires difficult trade-offs between performance, cost, mass, and system complexity. During the development period of the suit numerous design iterations need to occur before the hardware meets human performance requirements. Using computer models early in the design phase of hardware development is advantageous, by allowing virtual prototyping to take place. A virtual design environment allows designers to think creatively, exhaust design possibilities, and study design impacts on suit and human performance. A model of the rigid components of the Mark III Technology Demonstrator Suit (planetary-type space suit) and a human manikin were created and tested in a virtual environment. The performance of the Mark III hip bearing model was first developed and evaluated virtually by comparing the differences in mobility performance between the nominal bearing configurations and modified bearing configurations. Suited human performance was then simulated with the model and compared to actual suited human performance data using the same bearing configurations. The Mark III hip bearing model was able to visually represent complex bearing rotations and the theoretical volumetric ranges of motion in three dimensions. The model was also able to predict suited human hip flexion and abduction maximums to within 10% of the actual suited human subject data, except for one modified bearing condition in hip flexion which was off by 24%. Differences between the model predictions and the human subject performance data were attributed to the lack of joint moment limits in the model, human subject fitting issues, and the limited suit experience of some of the subjects. The results demonstrate that modeling space suit rigid segments is a feasible design tool for evaluating and optimizing suited human performance. Keywords: space suit, design, modeling, performance

Cowley, Matthew S.↗

A review of methodological factors in performance assessments of time-varying aircraft noise effects

Literature on the effects of general noise on human performance is reviewed in an attempt to identify (1) those characteristics of noise that have been found to affect human performance; (2) those characteristics of performance most likely to be affected by the presence of noise, and (3) those characteristics of the performance situation typically associated with noise effects. Based on the characteristics identified, a theoretical framework is proposed that will permit predictions of possible effects of time-varying aircraft-type noise on complex human performance. An annotated bibliography of 50 articles is included.

Coates, G. D.↗

Relating Standardized Visual Perception Measures to Simulator Visual System Performance

Human vision is quantified through the use of standardized clinical vision measurements. These measurements typically include visual acuity (near and far), contrast sensitivity, color vision, stereopsis (a.k.a. stereo acuity), and visual field periphery. Simulator visual system performance is specified in terms such as brightness, contrast, color depth, color gamut, gamma, resolution, and field-of-view. How do these simulator performance characteristics relate to the perceptual experience of the pilot in the simulator? In this paper, visual acuity and contrast sensitivity will be related to simulator visual system resolution, contrast, and dynamic range; similarly, color vision will be related to color depth/color gamut. Finally, we will consider how some characteristics of human vision not typically included in current clinical assessments could be used to better inform simulator requirements (e.g., relating dynamic characteristics of human vision to update rate and other temporal display characteristics).

Kaiser, Mary K.↗

A New Method for Interfacing Unsuited Subjects to Overhead Suspension Partial Gravity Simulators

The purpose of performing unsuited testing as part of a reduced gravity extravehicular (EVA) suited human performance research program is to define baseline performance. These results are then coupled with suited test results to evaluate how the suit system affects human performance at reduced gravity. The primary drawback to this approach is that previous studies used notably different systems to interface suited and unsuited subjects to overhead-suspension, partial-gravity simulators. A spreader bar (SB) assembly previously used for unsuited tests allowed limited pitch and roll of the subject, whereas the gimbal for suited tests allowed more pitch and roll, although the mass distribution led to large moments of inertia in the yaw axis. It is hypothesized that use of the same methods for offload of both unsuited and suited subjects is needed to make meaningful comparisons. A new gimbal (GIM) was designed with the idea that it could function with both suited and unsuited subjects. GIM was designed to minimize mass and moments of inertia and to be adjustable to co-locate the 3 axes of rotation with the subject s center of gravity. OBJECTIVE: To evaluate human performance differences between SB and GIM. METHODS: Ten unsuited subjects were off-loaded to 1/6-g using both interfaces. Subjects completed tasks including overground and treadmill ambulation, picking up objects, shoveling, postural stability, range of motion testing, and recovery from the kneeling and prone positions. Metabolic, biomechanical, and/or subjective data were collected based on task. RESULTS: Initial analyses suggest that subjects completed all tasks with lower levels of compensation and a more terrestrial approach to movement when suspended via GIM. With SB, subjects were not able to fall or get into a prone position and had increased difficulty both retrieving objects off the floor and with overground ambulation, especially at gait initiation, because they were unable to bend their torso. GIM shows promise as a new method.

Norcross, Jason R.↗

A New Method for Interfacing Unsuited Subjects to Overhead Suspension Partial Gravity Simulators

The purpose of performing unsuited testing as part of a reduced gravity extravehicular (EVA) suited human performance research program is to define baseline performance. These results are then coupled with suited test results to evaluate how the suit system affects human performance at reduced gravity. The primary drawback to this approach is that previous studies used notably different systems to interface suited and unsuited subjects to overhead-suspension, partial-gravity simulators. A spreader bar (SB) assembly previously used for unsuited tests allowed limited pitch and roll of the subject, whereas the gimbal for suited tests allowed more pitch and roll, although the mass distribution led to large moments of inertia in the yaw axis. It is hypothesized that use of the same methods for offload of both unsuited and suited subjects is needed to make meaningful comparisons. A new gimbal (GIM) was designed with the idea that it could function with both suited and unsuited subjects. GIM was designed to minimize mass and moments of inertia and to be adjustable to co-locate the 3 axes of rotation with the subject s center of gravity. OBJECTIVE: To evaluate human performance differences between SB and GIM. METHODS: Ten unsuited subjects were offloaded to 1/6-g using both interfaces. Subjects completed tasks including overground and treadmill ambulation, picking up objects, shoveling, postural stability, range of motion testing, and recovery from the kneeling and prone positions. Metabolic, biomechanical, and/or subjective data were collected based on task. RESULTS: Initial analyses suggest that subjects completed all tasks with lower levels of compensation and a more terrestrial approach to movement when suspended via GIM. With SB, subjects were not able to fall or get into a prone position and had increased difficulty both retrieving objects off the floor and with overground ambulation, especially at gait initiation, because they were unable to bend their torso. GIM shows promise as a new method.

Norcross, Jason↗

An Overview of the Human Systems Integration Division

This presentation will provide an overview of the Human Systems Integration Division, and will highlight some of the human performance modeling efforts undertaken in previously presented MIDAS human performance modeling efforts.

human systems integration↗

Crew Scheduling Performance

As NASA considers long-duration exploration missions (LDEMs), it is envisioned that crew will behave more autonomously as compared to low-Earth orbit missions. The necessary shift of Ops Planners’ complete management of scheduling and planning to provide flexibility for crew to manage their own schedule in real-time requires significant research and investigation in evaluation of concepts of operations, of software tools to support tasks, and of crew performance to complete scheduling tasks. Our research objective is to characterize the human performance envelope for the task of planning and scheduling (crew self-scheduling), develop countermeasures to mitigate adverse performance effects due to plan complexity, and inform performance standards and guidelines based on research results. In our efforts to understand and characterize scheduling performance of crew members, we have conducted subject matter expert interviews to obtain feedback on scheduling plan complexity drivers and plan goodness. Following the pilot study conducted last year, we designed a study and have begun remote human subject testing to evaluate non-expert human performance, workload, and situational awareness for the task of planning and scheduling. This study investigates the effects of the number and type of constraints on human performance, and the differences in scheduling metrics between scheduling and rescheduling tasks. Subject testing is currently in progress, and we aim to collect data from approximately thirty subjects. We will summarize the methods used and impacts of the number and type of scheduling constraints. We will also present lessons learned as well as relevant results of the study.

crew scheduling↗

Investigation of the effects of Extra Vehicular Activity (EVA) and Launch and Entry (LES) gloves on performance

Human capabilities such as dexterity, manipulability, and tactile perception are unique and render the hand as a very versatile, effective and a multipurpose tool. This is especially true for unknown environments such as the EVA environment. In the microgravity environment interfaces, procedures, and activities are too complex, diverse, and defy advance definition. Under these conditions the hand becomes the primary means of locomotion, restraint, and material handling. Facilitation of these activities, with simultaneous protection from the cruel EVA environment are the two, often conflicting, objectives of glove design. The objectives of this study was (1) to assess the effects of EVA gloves at different pressures on human hand capabilities, (2) to devise a protocol for evaluating EVA gloves, (3) to develop force time relations for a number of EVA glove pressure combinations, and (4) to evaluate two types of launch and entry suit gloves. The objectives were achieved through three experiments. The experiments for achieving objectives 1, 2, and 3 were performed in the glove box in building 34. In experiment 1 three types of EVA gloves were tested at five pressure differentials. A number of performance measures were recorded. In experiment 2 the same gloves as in experiment 1 were evaluated in a reduced number of pressure conditions. The performance measure was endurance time. Six subjects participated in both the experiments. In experiment 3 two types of launch and entry suit gloves were evaluated using a paradigm similar to experiment 1. Currently the data is being analyzed. However for this report some summary analyses have been performed. The results indicate that a) With EVA gloves strength is reduced by nearly 50 percent, b) performance decrements increase with increasing pressure differential, c) TMG effects are not consistent across the three gloves tested, d) some interesting gender glove interactions were observed, some of which may have been due to the extent (or lack of) fit of the glove to the hand, and e) differences in performance exist between partial pressure suit glove and full pressure suit glove, especially in the unpressurized condition.

Bishu, Ram R.↗

Precision in the perception of direction of a moving pattern

The precision of the model of pattern motion analysis put forth by Adelson and Movshon (1982) who proposed that humans determine the direction of a moving plaid (the sum of two sinusoidal gratings of different orientations) in two steps is qualitatively examined. The volocities of the grating components are first estimated, then combined using the intersection of constraints to determine the velocity of the plaid as a whole. Under the additional assumption that the noise sources for the component velocities are independent, an approximate expression can be derived for the precision in plaid direction as a function of the precision in the speed and direction of the components. Monte Carlo simulations verify that the expression is valid to within 5 percent over the natural range of the parameters. The expression is then used to predict human performance based on available estimates of human precision in the judgment of single component speed. Human performance is predicted to deteriorate by a factor of 3 as half the angle between the wavefronts (theta) decreases from 60 to 30 deg, but actual performance does not. The mean direction discrimination for three human observers was 4.3 plus or minus 0.9 deg (SD) for theta = 60 deg and 5.9 plus or minus 1.2 for theta = 30 deg. This discrepancy can be resolved in two ways. If the noises in the internal representations of the component speeds are smaller than the available estimates or if these noises are not independent, then the psychophysical results are consistent with the Adelson-Movshon hypothesis.

Stone, Leland S.↗