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Templates for selecting PC-based synthetic environments for application to human performance enhancement and training

机译:用于选择基于PC的合成环境以应用于人类绩效增强和培训的模板

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This report covers two analyses that were conducted on commercial off-the-shelf (COTS) synthetic environments (SEs), in this case games. (1.) Analysis 1 used a factor analysis on a set of 19 self-reported cognitive skills exercised while respondents played various PC-based games. The results verified the hypothesis that a few general cognitive phases could be drawn from the 19 variables. The four meaningful and predictable factors were detection (D), understanding (U), decision-making (DM), and execution (E). These factors represent general cognitive stages found in human factors literature such as situational awareness theory. (2.) The second analysis correlated the four derived factors with the participants' self-report of specific game enjoyment features. The outcome of this project provided a set of blueprints or templates for proper selection of COTS SEs and their components when attempting to apply them for enhancing human performance or training utility.
机译:本报告涵盖在商用现货(COTS)合成环境(SE)(在本例中为游戏)中进行的两项分析。 (1.)分析1对受访者玩各种基于PC的游戏时锻炼的19种自我报告的认知技能进行了因素分析。结果证实了以下假设:可以从19个变量中得出一些一般性认知阶段。四个有意义且可预测的因素是检测(D),理解(U),决策(DM)和执行(E)。这些因素代表了在人为因素文献(例如情境意识理论)中发现的一般认知阶段。 (2.)第二项分析将这四个衍生因素与参与者对特定游戏享受功能的自我报告相关联。该项目的成果提供了一组蓝图或模板,用于在尝试将其应用于增强人类绩效或培训实用性时正确选择COTS SE及其组件。

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