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At least 451 records · Page 25

The perception of surface layout during low level flight

Although it is fairly well established that information about surface layout can be gained from motion cues, it is not so clear as to what information humans can use and what specific information they should be provided. Theoretical analyses tell us that the information is in the stimulus. It will take more experiments to verify that this information can be used by humans to extract surface layout from the 2D velocity flow field. The visual motion factors that can affect the pilot's ability to control an aircraft and to infer the layout of the terrain ahead are discussed.

Perrone, John A.↗

Visual field influence on manual roll and pitch stabilization

Human control performance in nulling perceived tilt angles was investigated for combinations of pseudo-random vestibular disturbances and different waveforms of low frequency wide visual field motions. For both roll and pitch axes, subjects tilted the trainer in which they were seated in the direction of field rotation. This visual bias was much stronger for pitch backwards with upward field rotation. Frequency response analysis showed the dominance of visual cues at low frequencies (below 0.06 Hz) and the reliance on vestibular information in the high frequency range for both axes. Models suggest that operator balancing responses at high frequencies are mainly processed by the semicircular canals rather than the otolith organs. The results also suggest that the subject tends to rely less on the otolith organs for pitch perception than for roll.

Huang, J.-K.↗

Aerobot Autonomy Architecture

An architecture for autonomous operation of an aerobot (i.e., a robotic blimp) to be used in scientific exploration of planets and moons in the Solar system with an atmosphere (such as Titan and Venus) is undergoing development. This architecture is also applicable to autonomous airships that could be flown in the terrestrial atmosphere for scientific exploration, military reconnaissance and surveillance, and as radio-communication relay stations in disaster areas. The architecture was conceived to satisfy requirements to perform the following functions: a) Vehicle safing, that is, ensuring the integrity of the aerobot during its entire mission, including during extended communication blackouts. b) Accurate and robust autonomous flight control during operation in diverse modes, including launch, deployment of scientific instruments, long traverses, hovering or station-keeping, and maneuvers for touch-and-go surface sampling. c) Mapping and self-localization in the absence of a global positioning system. d) Advanced recognition of hazards and targets in conjunction with tracking of, and visual servoing toward, targets, all to enable the aerobot to detect and avoid atmospheric and topographic hazards and to identify, home in on, and hover over predefined terrain features or other targets of scientific interest. The architecture is an integrated combination of systems for accurate and robust vehicle and flight trajectory control; estimation of the state of the aerobot; perception-based detection and avoidance of hazards; monitoring of the integrity and functionality ("health") of the aerobot; reflexive safing actions; multi-modal localization and mapping; autonomous planning and execution of scientific observations; and long-range planning and monitoring of the mission of the aerobot. The prototype JPL aerobot (see figure) has been tested extensively in various areas in the California Mojave desert.

Elfes, Alberto↗

An Examination of Heavy Ion-Induced Persistent Visual Error Signatures in an Electronic Display Driver Integrated Circuit

Given the ubiquity of electronic displays integration in human-based systems, the impending mission critical, space-based applications of electronic displays will necessitate SEE assessment of components unique to electronic displays. A commercially available DDIC designed to drive a small form factor organic light emitting diode (OLED) was visually monitored during heavy ion irradiation to catalogue radiation induced persistent visual error signatures that require manual intervention (i.e., power cycling) to return to nominal function. These error signatures were able to be reproduced via modification of configuration register values utilizing the instruction set intended for interfacing a microcontroller with the DDIC. This approach to emulation of heavy-ion induced errors on a table-top assists with human perception-based criticality analysis as well as development of mitigation techniques.

Electronic Displays↗

Gravity receptors in a microcrustacean water flea - Sensitivity of antennal-socket setae in Daphnia magna

Gravity receptors of Dephnia magna were discovered on the basal segment of the swimming antennae and were shown to respond to upward water currents that pass the animal as it sinks between swimming strokes. Sensitivity of the gravity perceiving mechanism was tested by subjecting daphnids to a series of five decreasingly dense aqueous solutions (neutral density to water) in darkness (to avoid visual cues). Three-dimensional, video analysis of body position (pitch, yaw and roll) and swimming path (hop and sink, vertical and horizontal patterns) revealed a gradual threshold that occurred near a density difference between the animal and its environment of less than 0.25%. Because daphnids do not sink but continue to slide after stroking in the increased density solutions, gravity perception appears to occur during a vertical swing of the longitudinal body axis to the vertical plane, about their center of gravity, and, thereby, implies a multidirectional sensitivity for the antennal-socket setae.

Meyers, D. G.↗

Neuroscience Investigations: An Overview of Studies Conducted

The neural processes that mediate human spatial orientation and adaptive changes occurring in response to the sensory rearrangement encountered during orbital flight are primarily studied through second and third order responses. In the Extended Duration Orbiter Medical Project (EDOMP) neuroscience investigations, the following were measured: (1) eye movements during acquisition of either static or moving visual targets, (2) postural and locomotor responses provoked by unexpected movement of the support surface, changes in the interaction of visual, proprioceptive, and vestibular information, changes in the major postural muscles via descending pathways, or changes in locomotor pathways, and (3) verbal reports of perceived self-orientation and self-motion which enhance and complement conclusions drawn from the analysis of oculomotor, postural, and locomotor responses. In spaceflight operations, spatial orientation can be defined as situational awareness, where crew member perception of attitude, position, or motion of the spacecraft or other objects in three-dimensional space, including orientation of one's own body, is congruent with actual physical events. Perception of spatial orientation is determined by integrating information from several sensory modalities. This involves higher levels of processing within the central nervous system that control eye movements, locomotion, and stable posture. Spaceflight operational problems occur when responses to the incorrectly perceived spatial orientation are compensatory in nature. Neuroscience investigations were conducted in conjunction with U. S. Space Shuttle flights to evaluate possible changes in the ability of an astronaut to land the Shuttle or effectively perform an emergency post-landing egress following microgravity adaptation during space flights of variable length. While the results of various sensory motor and spatial orientation tests could have an impact on future space flights, our knowledge of sensorimotor adaptation to spaceflight is limited, and the future application of effective countermeasures depends, in large part, on the results from appropriate neuroscience investigations. Therefore, the objective of the neuroscience investigations could have a negative effect on mission success. The Neuroscience Laboratory, Johnson Space Center (JSC), implemented three integrated Detailed Supplementary Objectives (DSO) designed to investigate spatial orientation and the associated compensatory responses as a part of the EDOMP. The four primary goals were (1) to establish a normative database of vestibular and associated sensory changes in response to spaceflight, (2) to determine the underlying etiology of neurovestibular and sensory motor changes associated with exposure to microgravity and the subsequent return to Earth, (3) to provide immediate feedback to spaceflight crews regarding potential countermeasures that could improve performance and safety during and after flight, and (4) to take under consideration appropriate designs for preflight, in-flight, and postflight countermeasures that could be implemented for future flights.

Reschke, Millard F.↗

A Theoretical Model of Static and Dynamic Field-of-View (FOV) using NASA's Neutral Buoyancy Laboratory (NBL)

Developing an objective field-of-view methodology for studying vehicle window placement has been somewhat difficult. It is not surprising that considerable effort has been directed at specific problems of visibility from vehicles. Aeronautical design engineers know when designing an aircraft cockpit, the pilot must have an adequate view for approaching and landing on an airfield. However, compromise between the ergonomic preference for the largest possible viewing envelope and the practicalities of arranging a structure that is lightweight and strong will always plague the cockpit’s transparent area’s size and shape. The human’s visual sense, when operating any kind of vehicle, is the main source of the vast majority of information needed to drive or fly safely. However, vehicle design can affect a driver’s visual performance for satisfying their need for information. For any vehicle, be it an automobile or a spacecraft, the visibility quantity is the sum total of the visual access to the environment as defined by the window placement of that vehicle. The Alternate Multiple Mission Space Exploration Vehicle (AMMSEV) configuration is much like a large cargo truck where there is no direct visual access to the rear of the vehicle or the rear sides of the vehicle; thus, making the forward and side views of greater importance to the situational awareness of the crew if obstructions are creating visual issues. The National Aeronautics and Space Administration (NASA) tested a new theoretical model for Field-of-View (FOV) of spacecraft windows in NASA’s own Neutral Buoyancy Laboratory (NBL). The NBL is an essential tool for design, testing and development of future space exploration hardware for upcoming NASA operational missions. Using water, with its natural propensity for giving a human the perception of dynamic body motion under a weightless or partial gravity conditions, gives human factors investigators a vigorous space-like environment to study new methods of collecting dynamic field-of-view for future exploration vehicle designs.

Human Factors↗

Q-VR: System-Level Design for Future Mobile Collaborative Virtual Reality

High Quality Mobile Virtual Reality (VR) is what the incoming graphics technology era demands: users around the world, regardless of their hardware and network conditions, can all enjoy the immersive virtual experience. However, the state-of-the-art software-based mobile VR designs cannot fully satisfy the realtime performance requirements due to the highly interactive nature of user's actions and complex environmental constraints during VR execution. Inspired by the unique human visual system effects and the strong correlation between VR motion features and realtime hardware-level information, we propose Q-VR, a novel dynamic collaborative rendering solution via software-hardware co-design for enabling future low-latency high-quality mobile VR. At software-level, Q-VR provides flexible high-level tuning interface to reduce network latency while maintaining user perception. At hardware-level, Q-VR accommodates a wide spectrum of hardware and network conditions across users by effectively leveraging the computing capability of the increasingly powerful VR hardware. Extensive evaluation on real-world games demonstrates that Q-VR can achieve an average end-to-end performance speedup of 3.4x (up to 6.7x) over the traditional local rendering design in commercial VR devices, and a 4.1x frame rate improvement over the state-of-the-art static collaborative rendering.

Xie, Chenhao↗

The Cognitive Challenges of Flying a Remotely Piloted Aircraft

A large variety of Remotely Piloted Aircraft (RPA) designs are currently in production or in development. These aircraft range from small electric quadcopters that are flown close to the ground within visual range of the operator, to larger systems capable of extended flight in airspace shared with conventional aircraft. Before RPA can operate routinely and safely in civilian airspace, we need to understand the unique human factors associated with these aircraft. The task of flying an RPA in civilian airspace involves challenges common to the operation of other highly-automated systems, but also introduces new considerations for pilot perception, decision-making, and action execution. RPA pilots participated in focus groups where they were asked to recall critical incidents that either presented a threat to safety, or highlighted a case where the pilot contributed to system resilience or mission success. Ninety incidents were gathered from focus-groups. Human factor issues included the impact of reduced sensory cues, traffic separation in the absence of an out-the-window view, control latencies, vigilance during monotonous and ultra-long endurance flights, control station design considerations, transfer of control between control stations, the management of lost link procedures, and decision-making during emergencies. Some of these concerns have received significant attention in the literature, or are analogous to human factors of manned aircraft. The presentation will focus on issues that are poorly understood, and have not yet been the subject of extensive human factors study. Although many of the reported incidents were related to pilot error, the participants also provided examples of the positive contribution that humans make to the operation of highly-automated systems.

remote pilot station↗

Examining Perceptions of Spanish Language Health Information Among Hispanics Living in the United States: A Qualitative Study Assessing Videos, Brochures, and Websites

Background Nationally, Hispanics experience health disparities manifested as a higher prevalence of chronic diseases in comparison to non-Hispanic Whites. Factors that influence health disparities in this population include inadequate dissemination of culturally and linguistically appropriate health information. Method Our qualitative analysis is based on data obtained from three focus groups with Spanish-speaking Hispanic adults conducted at a clinic in Nebraska. Participants were asked about their perceptions of health information in the form of videos, brochures, and websites. We followed the consolidated criteria for reporting qualitative research and used the theoretical framework of content analysis. Results For videos, attributes associated with higher levels of trust included a friendly health professional, the logo or name of a health care institute, and a reference specifying “se habla Español.” For brochures, attributes associated with trust included use of visual aids, use of numerous colors and big font sizes, the year of printing, and a health care agency logo. For websites, characteristics associated with trust were inclusion of plain language, use of pictures and videos, and date of last update. In all focus groups, participants perceived the use of mixed English/Spanish language in health information from pamphlets and websites as unprofessional. The use of unknown governmental logos in health promotional videos and websites was perceived as untrustworthy information. Conclusions Spanish-speaking Hispanics prefer health information supported by a health care agency or delivered by a health care professional. Health communication strategies should avoid the use of mixed English/Spanish language in sensitive information especially when combined with governmental logos.

De Alba Rosales, Armando↗

Acting to gain information

This report is concerned with agents that act to gain information. In previous work, we developed agent models combining qualitative modeling with real-time control. That work, however, focused primarily on actions that affect physical states of the environment. The current study extends that work by explicitly considering problems of active information-gathering and by exploring specialized aspects of information-gathering in computational perception, learning, and language. In our theoretical investigations, we analyzed agents into their perceptual and action components and identified these with elements of a state-machine model of control. The mathematical properties of each was developed in isolation and interactions were then studied. We considered the complexity dimension and the uncertainty dimension and related these to intelligent-agent design issues. We also explored active information gathering in visual processing. Working within the active vision paradigm, we developed a concept of 'minimal meaningful measurements' suitable for demand-driven vision. We then developed and tested an architecture for ongoing recognition and interpretation of visual information. In the area of information gathering through learning, we explored techniques for coping with combinatorial complexity. We also explored information gathering through explicit linguistic action by considering the nature of conversational rules, coordination, and situated communication behavior.

Rosenchein, Stanley J.↗

Visualizing the universe, part 2

It is now possible to create animated views of the universe that are realistic, physically relevant, and breathtaking. To demonstrate the point, we describe our efforts to navigate the CfA redshift survey. For our project, we selected several CCD images of spiral and elliptical galaxies, and placed them at their observed positions in redshift space. We demonstrate how, by choreographing aesthetically pleasing trajectories, we are able to develop our own and the viewer's intuition about the large-scale structures found in the CfA redshift survey. We show for instance that three-dimensional motion enhances significantly our perception of voids and sheets in the distribution of galaxies. Such sophistication happily has become possible with the 'coming of age' of observational cosmology, as data have grown to drive the field.

Falco, Emilio E.↗

Assessments of Physiology and Cognition in Hybrid-Reality Environments (APACHE)

NASA is planning to return to the Moon in the mid-2020s as a stepping stone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE) to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support. The software used in APACHE was created by the JSC Engineering Directorate, in partnership with Buendea, powered by a custom Unreal Engine 5 (UE5.3, Epic Games) project. APACHE currently utilizes the HTC Vive Pro Eye in a wireless configuration for VR simulations. There are two virtual environments that subjects can explore within APACHE, a Lunar and Martian surface. The virtual Lunar surface was created from LIDAR data of the Lunar South Pole to create roughly 16 sq km of explorable terrain. The virtual Martian surface contains roughly 400 sq km of explorable terrain derived from Mars Reconnaissance Orbiter LIDAR data of the Jezero Crater. The immersion and related cognitive burdens of conducting a planetary EVA is simulated through a series of EVA-relevant tasks performed in the VR environment, using these high-fidelity visual representations. Additionally, APACHE includes biosensor driven informatics, such as real-time heart rate monitoring and/or derived values from model simulations, for active monitoring by the EV crew and added cognitive demand. A “Wizard of Oz” control panel enables test operators to activate contingency events such as simulated spacesuit malfunctions, loss of communications, and/or limited visibility. Embedded performance measures such as accuracy, completeness, and execution time have been developed for various exploration tasks to objectively quantify crew performance during an EVA and compare impacts to performance when different environmental stressors, both physical and cognitive, are added to or removed from the simulation. Additionally, validated cognitive and operational performance measures such as the Digit Symbol Substitution Task have been recreated and embedded in VR for direct and relatively unobtrusive measurement of motor perception. The APACHE environment currently supports multiple research studies at NASA. Examples include the CHAPEA project, a series of simulated year-long missions on Mars by a 4-person crew; and the CO2 Contingency Walk Back Study, an investigation of elevated CO2 exposure on crew performance during a contingency EVA scenario. APACHE also provides a test environment to support the development of the Crew State and Risk Model, which is a collection of individualized, mathematical models of crew physical and cognitive state; and the Personalized EVA Informatics and Decision Support system, an operational tool for flight controllers, and eventually a self-reliant Martian crew, to make biomedically-informed decisions in real-time to optimize the EVA planning and execution with respect to crew health and performance. Some technical challenges associated with developing the APACHE environment, as well as current limitations, include VR limitless natural walking with a hybrid spacesuit simulator, optimizing performance for wireless PC VR streaming while maintaining a high degree of visual fidelity, and the integration of various physiological (metabolic masks) and psychometric (eye tracking) sensors with the VR headset.

Human Performance↗

Comparing perceptions of a dimmable LED lighting system between a real space and a virtual reality display

Over the last several decades, designers have used digital screens to view images of real and simulated spaces and make critical design decisions. Screen technology has improved during this time, as technologies like OLED have replaced legacy displays (CRT, plasma, and LCD). These new screens provide a higher pixel resolution, luminous output and contrast ratio. Immersive head-mounted displays now allow designers to view immersive images, and recent developments in real-time rendering have encouraged the uptake of virtual reality (VR) head-mounted displays in mainstream practice and design education. This paper presents an experiment on lighting perception using a series of LED lighting conditions in a real space and a virtual representation of those conditions captured using a 360° high-dynamic-range camera and presented on an HTC Vive Pro HMD. Fifty-three participants were asked to rate each lighting condition by viewing it in a real space (n = 30) or via immersive HDR photographs displayed in a VR HMD (n = 23). The results show that ratings of visual comfort, pleasantness, evenness, contrast and glare are similar between the HTC Vive Pro HMD and our real space when evaluating well-lit scenes, but significant differences emerge in dim and highly contrasted scenes for a number of rating scales.

Rockcastle, S.↗

Functional decor in the International Space Station: Body orientation cues and picture perception

Subjective reports of American astronauts and their Soviet counterparts suggest that homogeneous, often symmetrical, spacecraft interiors can contribute to motion sickness during the earliest phase of a mission and can also engender boredom. Two studies investigated the functional aspects of Space Station interior aesthetics. One experiment examined differential color brightnesses as body orientation cues; the other involved a large survey of photographs and paintings that might enhance the interior aesthetics of the proposed International Space Station. Ninety male and female college students reclining on their backs in the dark were disoriented by a rotating platform and inserted under a slowly rotating disk that filled their entire visual field. The entire disk was painted the same color but one half had a brightness value that was about 69 percent higher than the other. The effects of red, blue, and yellow were examined. Subjects wearing frosted goggles opened their eyes to view the rotating, illuminated disk, which was stopped when they felt that they were right-side up. For all three colors, significant numbers of subjects said they felt right-side up when the brighter side of the disk filled their upper visual field. These results suggest that color brightness could provide Space Station crew members with body orientation cues as they move about. It was found that subjects preferred photographs and paintings with the greatest depths of field, irrespective of picture topic.

Coss, Richard G.↗

Anisotropic responses to motion toward and away from the eye

When a rigid object moves toward the eye, it is usually perceived as being rigid. However, in the case of motion away from the eye, the motion and structure of the object are perceived nonveridically, with the percept tending to reflect the nonrigid transformations that are present in the retinal image. This difference in response to motion to and from the observer was quantified in an experiment using wire-frame computer-generated boxes which moved toward and away from the eye. Two theoretical systems are developed by which uniform three-dimensional velocity can be recovered from an expansion pattern of nonuniform velocity vectors. It is proposed that the human visual system uses two similar systems for processing motion in depth. The mechanism used for motion away from the eye produces perceptual errors because it is not suited to objects with a depth component.

Perrone, John A.↗

Ambiguous Tilt and Translation Motion Cues in Astronauts after Space Flight

Adaptive changes during space flight in how the brain integrates vestibular cues with visual, proprioceptive, and somatosensory information can lead to impaired movement coordination, vertigo, spatial disorientation, and perceptual illusions following transitions between gravity levels. This joint ESA-NASA pre- and post-flight experiment is designed to examine both the physiological basis and operational implications for disorientation and tilt-translation disturbances in astronauts following short-duration space flights. The first specific aim is to examine the effects of stimulus frequency on adaptive changes in eye movements and motion perception during independent tilt and translation motion profiles. Roll motion is provided by a variable radius centrifuge. Pitch motion is provided by NASA's Tilt-Translation Sled in which the resultant gravitoinertial vector remains aligned with the body longitudinal axis during tilt motion (referred to as the Z-axis gravitoinertial or ZAG paradigm). We hypothesize that the adaptation of otolith-mediated responses to these stimuli will have specific frequency characteristics, being greatest in the mid-frequency range where there is a crossover of tilt and translation. The second specific aim is to employ a closed-loop nulling task in which subjects are tasked to use a joystick to null-out tilt motion disturbances on these two devices. The stimuli consist of random steps or sum-of-sinusoids stimuli, including the ZAG profiles on the Tilt-Translation Sled. We hypothesize that the ability to control tilt orientation will be compromised following space flight, with increased control errors corresponding to changes in self-motion perception. The third specific aim is to evaluate how sensory substitution aids can be used to improve manual control performance. During the closed-loop nulling task on both devices, small tactors placed around the torso vibrate according to the actual body tilt angle relative to gravity. We hypothesize that performance on the closed-loop tilt control task will be improved with this tactile display feedback of tilt orientation. The current plans include testing on eight crewmembers following Space Shuttle missions or short stay onboard the International Space Station. Measurements are obtained pre-flight at L-120 (plus or minus 30), L-90 (plus or minus 30), and L-30, (plus or minus 10) days and post-flight at R+0, R+1, R+2 or 3, R+4 or 5, and R+8 days. Pre-and post-flight testing (from R+1 on) is performed in the Neuroscience Laboratory at the NASA Johnson Space Center on both the Tilt-Translation Device and a variable radius centrifuge. A second variable radius centrifuge, provided by DLR for another joint ESA-NASA project, has been installed at the Baseline Data Collection Facility at Kennedy Space Center to collect data immediately after landing. ZAG was initiated with STS-122/1E and the first post-flight testing will take place after STS-123/1JA landing.

Clement, G.↗

Engineering Data Compendium. Human Perception and Performance, Volume 1

The concept underlying the Engineering Data Compendium was the product an R and D program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 1, which contains sections on Visual Acquisition of Information, Auditory Acquisition of Information, and Acquisition of Information by Other Senses.

Boff, Kenneth R.↗