Engineering PapersSearch

SEARCH · Engineering Papers

Results for “cognitive training”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 37 records · Page 2

Training to Facilitate Adaptation to Novel Sensory Environments

After spaceflight, the process of readapting to Earth s gravity causes locomotor dysfunction. We are developing a gait training countermeasure to facilitate adaptive responses in locomotor function. Our training system is comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to train subjects to rapidly adapt their gait patterns to changes in the sensory environment. The goal of our present study was to determine if training improved both the locomotor and dual-tasking ability responses to a novel sensory environment and to quantify the retention of training. Subjects completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill without any support surface or visual alterations. To determine the efficacy of training, all subjects were then tested using a novel visual flow and support surface movement not previously experienced during training. This test was performed 20 minutes, 1 week, and 1, 3, and 6 months after the final training session. Stride frequency and auditory reaction time were collected as measures of postural stability and cognitive effort, respectively. Subjects who received training showed less alteration in stride frequency and auditory reaction time compared to controls. Trained subjects maintained their level of performance over 6 months. We conclude that, with training, individuals became more proficient at walking in novel discordant sensorimotor conditions and were able to devote more attention to competing tasks.

Bloomberg, J. J.

System and Method for Training of State-Classifiers

Method and systems are disclosed for training state-classifiers for classification of cognitive state. A set of multimodal signals indicating physiological responses of an operator are sampled over a time period. A depiction of operation by the operator during the time period is displayed. In response to user input selecting a cognitive state for a portion of the time period, the one or more state-classifiers are trained. In training the state-classifiers, the set of multimodal signals sampled in the portion of the time period are used as input to the one or more state-classifiers and the selected one of the set of cognitive states is used as a target result to be indicated by the one or more state-classifiers.

Stephens, Chad L.

Vertiport Management from Simulation to Flight: Continued Human Factors Assessment of Vertiport Operations

The Urban Air Mobility concept envisions a new future for transportation in urban environments, primarily focused around vertiport operations. A vertiport refers to an identifiable ground or elevated area used for the vertical takeoff and landing of an aircraft. One critical role within vertiport operations that has been proposed but is under-researched is the vertiport manager. The vertiport manager is expected to manage the ground-to-air operations at the vertiport, but their precise responsibilities, tasks, and challenges are currently undefined. The High Density Vertiplex Subproject at NASA is responsible for developing and testing technologies, concepts, and architectures that will support the infrastructure needed for terminal environments around vertiports. Our previous work investigated ground control station operators performing simulated and live flight operations within a remote operations environment. In the current study, we extended from our previous work to explore the role of a vertiport manager. Specifically, we investigated five participants serving as a vertiport manager across both simulated and live flight operations. We performed multiple knowledge elicitation techniques, a thematic content analysis of qualitative data, and naturalistic observations to create a list of insights, design and training recommendations, and a simplified cognitive task diagram of the vertiport manager’s primary task. Findings from this study are discussed within the context of the current debate on the degree to which this role should be automated. A third alternative is suggested to allow a human vertiport manager to be successful by teaming with increasingly autonomous systems, designing the role to improve safety and efficiency of Urban Air Mobility operations.

AAM

Vertiport Management from Simulation to Flight: Continued Human Factors Assessment of Vertiport Operations

The Urban Air Mobility concept envisions a new future for transportation in urban environments, primarily focused around vertiport operations. A vertiport refers to an identifiable ground or elevated area used for the vertical takeoff and landing of an aircraft. One critical role within vertiport operations that has been proposed but is under-researched is the vertiport manager. The vertiport manager is expected to manage the ground-to-air operations at the vertiport, but their precise responsibilities, tasks, and challenges are currently undefined. The High Density Vertiplex Subproject at NASA is responsible for developing and testing technologies, concepts, and architectures that will support the infrastructure needed for terminal environments around vertiports. Our previous work investigated ground control station operators performing simulated and live flight operations within a remote operations environment. In the current study, we extended from our previous work to explore the role of a vertiport manager. Specifically, we investigated five participants serving as a vertiport manager across both simulated and live flight operations. We performed multiple knowledge elicitation techniques, a thematic content analysis of qualitative data, and naturalistic observations to create a list of insights, design and training recommendations, and a simplified cognitive task diagram of the vertiport manager’s primary task. Findings from this study are discussed within the context of the current debate on the degree to which this role should be automated. A third alternative is suggested to allow a human vertiport manager to be successful by teaming with increasingly autonomous systems, designing the role to improve safety and efficiency of Urban Air Mobility operations.

AAM

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL

FY22 X-Hab: Rochester Institute of Technology: Gamification and Performance-Based Monitoring of Sensorimotor Training Activities

Proprioception is the body’s ability to sense movement, action, and location. Proprioceptive training is crucial for astronauts because humans balance system, cognitive functions, and muscle tone heavily rely on Earth’s gravity. The goal of this project is to create a training system that strengthens those characteristics to ensure astronauts not only maintain their coordination and cognitive skills, but improve upon them as well. Furthermore, the system’s live biofeedback provides astronauts with sensorimotor feedback to correct any balance dysfunction. The completed system prototype and data collected from it will support NASA’s knowledge base about the use of gamification for sensorimotor training activities.

Griffin Brown

Ensuring Safe Decision-Making on the Moon and Mars: Cognitive Performance Assessment for Exploration Class Mission EVA

Extravehicular activity (EVA) is one of the most dangerous and cognitively demanding actions that astronauts can execute, and the cognitive demands associated with future partial gravity EVAs on the Moon and Mars are expected to be higher compared to microgravity EVAs currently conducted from the International Space Station. Decrements in cognitive performance present an important risk to crew safety during exploration mission class EVA. Yet there is currently insufficient data to characterize cognitive performance prior to, during, and following EVA. Furthermore, it is still unclear which cognitive domains are most important for conducting mission critical decisions with crew safety implications. To address this gap, we conducted a cognitive task analysis (CTA) of EVA to characterize the procedures, the cognitive demands required, and the critical safety decisions associated with decrements in cognitive performance. We conducted a cognitive task analysis with 15 astronauts and subject matter experts in EVA operations and research. Interviews focused on surface exploration EVA and elicited feedback from experts on the cognitive skills required for specific EVA tasks, including cognitive strategies, critical cues, and decision-making strategies. A cognitive demands table was assembled to consolidate and synthesize the information from all interviews. The information from this cognitive task analysis informs ongoing exploration EVA for Moon to Mars. This work identifies the specific cognitive challenges that astronauts are likely to encounter during surface exploration EVA, and provides the foundation for: (1) prioritized and targeted cognitive performance measurement and functional performance tests, (2) EVA simulation design at varying levels of cognitive workload, and (3) the development of training and other technologies that can improve safe decision-making and inform EVA planning on future spaceflight missions to the Moon and Mars.

Steven R Anderson

Sensory Bias Predicts Postural Stability, Anxiety, and Cognitive Performance in Healthy Adults Walking in Novel Discordant Conditions

We designed a gait training study that presented combinations of visual flow and support surface manipulations to investigate the response of healthy adults to novel discordant sensorimotor conditions. We aimed to determine whether a relationship existed between subjects visual dependence and their scores on a collective measure of anxiety, cognition, and postural stability in a new discordant environment presented at the conclusion of training (Transfer Test). A treadmill was mounted to a motion base platform positioned 2 m behind a large visual screen. Training consisted of three walking sessions, each within a week of the previous visit, that presented four 5-minute exposures to various combinations of support surface and visual scene manipulations, all lateral sinusoids. The conditions were scene translation only, support surface translation only, simultaneous scene and support surface translations in-phase, and simultaneous scene and support surface translations 180 out-of-phase. During the Transfer Test, the trained participants received a 2-minute novel exposure. A visual sinusoidal roll perturbation, with twice the original flow rate, was superimposed on a sinusoidal support surface roll perturbation that was 90 out of phase with the scene. A high correlation existed between normalized torso translation, measured in the scene-only condition at the first visit, and a combined measure of normalized heart rate, stride frequency, and reaction time at the transfer test. Results suggest that visually dependent participants experience decreased postural stability, increased anxiety, and increased reaction times compared to their less visually dependent counterparts when negotiating novel discordant conditions.

Brady, Rachel A.

Research into the interaction between high performance and cognitive skills in an intelligent tutoring system

Two intelligent tutoring systems were developed. These tutoring systems are being used to study the effectiveness of intelligent tutoring systems in training high performance tasks and the interrelationship of high performance and cognitive tasks. The two tutoring systems, referred to as the Console Operations Tutors, were built using the same basic approach to the design of an intelligent tutoring system. This design approach allowed researchers to more rapidly implement the cognitively based tutor, the OMS Leak Detect Tutor, by using the foundation of code generated in the development of the high performance based tutor, the Manual Select Keyboard (MSK). It is believed that the approach can be further generalized to develop a generic intelligent tutoring system implementation tool.

Fink, Pamela K.

Modeling the Effects of Stress: An Approach to Training

Stress is an integral element of the operational conditions experienced by combat medics. The effects of stress can compromise the performance of combat medics who must reach and treat their comrades under often threatening circumstances. Examples of these effects include tunnel vision, loss of motor control, and diminished hearing, which can result in an inability to perceive further danger, satisfactorily treat the casualty, and communicate with others. While many training programs strive to recreate this stress to aid in the experiential learning process, stress inducement may not always be feasible or desired. In addition, live simulations are not always a practical, convenient, and repeatable method of training. Instead, presenting situational training on a personal computer is proposed as an effective training platform in which the effects of stress can be addressed in a different way. We explore the cognitive and motor effects of stress, as well as the benefits of training for mitigating these effects in real life. While many training applications focus on inducing stress in order to "condition" the stress response, the author explores the possibilities of modeling stress to produce a similar effect. Can presenting modeled effects of stress help prepare or inoculate soldiers for stressful situations in which they must perform at a high level? This paper investigates feasibility of modeling stress and describes the preliminary design considerations of a combat medic training system that utilizes this method of battlefield preparation.

Cuper, Taryn

The Design of Model-Based Training Programs

This paper proposes a model-based training program for the skills necessary to operate advance avionics systems that incorporate advanced autopilots and fight management systems. The training model is based on a formalism, the operational procedure model, that represents the mission model, the rules, and the functions of a modem avionics system. This formalism has been defined such that it can be understood and shared by pilots, the avionics software, and design engineers. Each element of the software is defined in terms of its intent (What?), the rationale (Why?), and the resulting behavior (How?). The Advanced Computer Tutoring project at Carnegie Mellon University has developed a type of model-based, computer aided instructional technology called cognitive tutors. They summarize numerous studies showing that training times to a specified level of competence can be achieved in one third the time of conventional class room instruction. We are developing a similar model-based training program for the skills necessary to operation the avionics. The model underlying the instructional program and that simulates the effects of pilots entries and the behavior of the avionics is based on the operational procedure model. Pilots are given a series of vertical flightpath management problems. Entries that result in violations, such as failure to make a crossing restriction or violating the speed limits, result in error messages with instruction. At any time, the flightcrew can request suggestions on the appropriate set of actions. A similar and successful training program for basic skills for the FMS on the Boeing 737-300 was developed and evaluated. The results strongly support the claim that the training methodology can be adapted to the cockpit.

Polson, Peter

Astronauts' Performance: The Retention and Transfer of Training

The space environment imposes on the astronaut crew significant physiological, psycho-social, and cognitive loads that can not be replicated on the ground. These loads likely impact crew performance. To date, no systematic data collection has taken place to understand the effects of such loads on crew members’ ability to retain trained knowledge and skills, and to transfer such knowledge and skills to novel situations. The research described here was originally designed to be the first such study to systematically collect data on the effects of long duration space flight on training retention and transfer. Because current theories of retention and transfer are based on results obtained in university laboratories using undergraduate students as research participants, and because crew time in space is very expensive, this study was designed to compare the performance of 4 groups of subjects: crew members in space, crew members on the ground, crew-like subjects, and university undergraduate students. Results from the ground-phase of the study reported here demonstrate that crew members’ performance under cognitive load can not be predicted from the performance of university undergraduate students. It is still an open question the extent to which crew members’ cognitive performance in space can be predicted from the performance of crew members on the ground.

training

Recreation Embedded State Tuning for Optimal Readiness and Effectiveness (RESTORE)

Physiological self-regulation training is a behavioral medicine intervention that has demonstrated capability to improve psychophysiological coping responses to stressful experiences and to foster optimal behavioral and cognitive performance. Once developed, these psychophysiological skills require regular practice for maintenance. A concomitant benefit of these physiologically monitored practice sessions is the opportunity to track crew psychophysiological responses to the challenges of the practice task in order to detect shifts in adaptability that may foretell performance degradation. Long-duration missions will include crew recreation periods that will afford physiological self-regulation training opportunities. However, to promote adherence to the regimen, the practice experience that occupies their recreation time must be perceived by the crew as engaging and entertaining throughout repeated reinforcement sessions on long-duration missions. NASA biocybernetic technologies and publications have developed a closed-loop concept that involves adjusting or modulating (cybernetic, for governing) a person's task environment based upon a comparison of that person's physiological responses (bio-) with a training or performance criterion. This approach affords the opportunity to deliver physiological self-regulation training in an entertaining and motivating fashion and can also be employed to create a conditioned association between effective performance state and task execution behaviors, while enabling tracking of individuals psychophysiological status over time in the context of an interactive task challenge. This paper describes the aerospace spin-off technologies in this training application area as well as the current spin-back application of the technologies to long-duration missions - the Recreation Embedded State Tuning for Optimal Readiness and Effectiveness (RESTORE) concept. The RESTORE technology is designed to provide a physiological self-regulation training countermeasure for maintaining and reinforcing cognitive readiness, resilience under psychological stress, and effective mood states in long-duration crews. The technology consists of a system for delivering physiological self-regulation training and for tracking crew central and autonomic nervous system function; the system interface is designed to be experienced as engaging and entertaining throughout repeated training sessions on long-duration missions. Consequently, this self-management technology has threefold capability for recreation, behavioral health problem prophylaxis and remediation, and psychophysiological assay. The RESTORE concept aims to reduce the risk of future manned exploration missions by enhancing the capability of individual crewmembers to self-regulate cognitive states through recreation-embedded training protocols to effectively deal with the psychological toll of long-duration space flight.

Pope, Alan T.

Manual Crew Override of Vehicle Landings Following G-Transitions

BACKGROUND Manual control during exploration spaceflight consists of both planned automated supervisory control and unplanned crew override. This crew override capability is critical to enable overall mission success during landing contingencies. However, the introduction of manual override capabilities must be implemented to enable crews to mitigate risks introduced by human error. Adaptive changes in the sensorimotor system can manifest during g-transitions as spatial disorientation. While training and landing aids enable successful landing through disorientation, these adaptive changes may increase cognitive demand that needs to be accounted for in the manual control strategy. It is important to characterize these effects as soon as possible following the G-transition to develop appropriate countermeasures. METHODS In this study, we will examine operational piloting tasks following International Space Station (ISS) missions in a simulated lunar landing using a six-degree-of-freedom (6DOF) motion base. The motion-based simulation will be implemented in our laboratory at the Johnson Space Center (JSC) and will be available within hours following the return from commercial crew landings. The primary goals of this study are (1) to understand the impact of spaceflight on crew ability to perform manual crew override tasks, (2) to examine how adaptive changes in vestibular and cognitive function relate to changes in manual crew override proficiency, and (3) compare performance during late “just-in-time” on-board training with early post-flight crew performance. The impact of spaceflight on piloting capability will be assessed from pre- versus post-flight changes in crewmembers assigned to either short duration (< 30 day) or long duration (~6- month) missions to the International Space Station (ISS). Individual differences in post-flight vestibular and cognitive changes include motion sickness reports, measures of tilt motion perception accuracy and precision, and dual-task tracking. During the 6DOF lunar simulation, the crew will manually takeover attitude and rate-of-descent to the nominal or re-designated landing aim point during the approach phase. The outcome measures for the lunar crew override tasks will be the percent time maintaining actual vehicle states, e.g., attitude and rate-of-descent, within recommended guidance during the landing approach, number and maximum deviation outside limits, and root mean square error (RMSE). Given that “just-in-time” (JIT) training is an operational expectation for the Human Landing System (HLS) program, all participants will perform late inflight JIT training for each manual crew override task in which they will participate. Crew proficiency will be captured inflight during JIT training that will be implemented on a laptop with hand controllers to allow the crewmember to practice the landing task procedures like the approach implemented for JIT training with Shuttle landing and ISS telerobotic tasks. COUNTERMEASURE UPDATES The lunar lander simulation has been implemented onto a two-laptop display system where subjects select from alternative landing points, based upon avoiding hazards that the on-board system identifies during the landing. The subject makes inputs using a rotational hand controller (i.e., joystick) and a translational hand controller, which are processed by simulated vehicle dynamics to update the vehicle attitude and rate of descent. Subjects will utilize a combination of flight, situation, and status displays to monitor the state of the simulated vehicle. The simulation exports tilt and translation movements to a 6DOF motion base synced to visual movements and provides representative vestibular cues to the subject while performing the task inside an enclosed cabin featuring a simulated lunar out-the-window view and a heads-down lander cockpit view. RELEVANCE This project will deliver an operational demonstration of crew override capability following spaceflight and identify potential deficits that may require remediation. Comparison of individual vestibular and cognitive changes with crew override performance will help better characterize the manual control risks associated with sensorimotor alterations. The inclusion of “just-in-time” on-board training will ensure we are characterizing changes in override proficiency with this expected countermeasure in place. ACKNOWLEDGEMENTS: The authors acknowledge contributions from Draper, HLS Joint Test Panel, Crew HLS Interfaces for Piloting Working Group, and Dynamic Skills Trainer (DST) Lab toward the development of the lunar landing simulation. This project is funded by the Human Health Countermeasures Element.

Austin M Bollinger

Training and subjective workload in a category search task

This study examined automaticity as a means by which training influences mental workload. Two groups were trained in a category search task. One group received a training paradigm designed to promote the development of automaticity; the other group received a training paradigm designed to prohibit it. Resultant performance data showed the expected improvement as a result of the development of automaticity. Subjective workload assessments mirrored the performance results in most respects. The results supported the position that subjective mental workload assessments may be sensitive to the effect of training when it produces a lower level of cognitive load.

Vidulich, Michael A.

Prediction of Cognitive States During Flight Simulation Using Multimodal Psychophysiological Sensing

The Commercial Aviation Safety Team found the majority of recent international commercial aviation accidents attributable to loss of control inflight involved flight crew loss of airplane state awareness (ASA), and distraction was involved in all of them. Research on attention-related human performance limiting states (AHPLS) such as channelized attention, diverted attention, startle/surprise, and confirmation bias, has been recommended in a Safety Enhancement (SE) entitled "Training for Attention Management." To accomplish the detection of such cognitive and psychophysiological states, a broad suite of sensors was implemented to simultaneously measure their physiological markers during a high fidelity flight simulation human subject study. Twenty-four pilot participants were asked to wear the sensors while they performed benchmark tasks and motion-based flight scenarios designed to induce AHPLS. Pattern classification was employed to predict the occurrence of AHPLS during flight simulation also designed to induce those states. Classifier training data were collected during performance of the benchmark tasks. Multimodal classification was performed, using pre-processed electroencephalography, galvanic skin response, electrocardiogram, and respiration signals as input features. A combination of one, some or all modalities were used. Extreme gradient boosting, random forest and two support vector machine classifiers were implemented. The best accuracy for each modality-classifier combination is reported. Results using a select set of features and using the full set of available features are presented. Further, results are presented for training one classifier with the combined features and for training multiple classifiers with features from each modality separately. Using the select set of features and combined training, multistate prediction accuracy averaged 0.64 +/- 0.14 across thirteen participants and was significantly higher than that for the separate training case. These results support the goal of demonstrating simultaneous real-time classification of multiple states using multiple sensing modalities in high fidelity flight simulators. This detection is intended to support and inform training methods under development to mitigate the loss of ASA and thus reduce accidents and incidents.

Harrivel, Angela R.

Training and cockpit design to promote expert performance

The behavior of expert pilots in familiar situations is explored and the implications for better training programs and cockpit designs are stated. Experts in familiar operational situations performing highly practiced tasks are said to recognize and respond to complex situations using pattern recognition or intuition. For some tasks this class of behaviors is desirable; performance can be improved by reducing cognitive load and increasing speed and accuracy. Part-task training, training for monitoring and techniques for the transfer of knowledge can facilitate the development of these skills. Methods for promoting pattern recognition through pilot-aircraft interface design include the use of spatial presentations of information and providing triggering events. In some instances, the familiar, well-practiced behavior is not appropriate and it is desirable to prevent the response. When prevention is necessary, barriers can be constructed in the interface to remind the pilot of the inappropriateness of the response.

Chappell, Sheryl L.