Irwin Hudson’s research while affiliated with Army Research Laboratory and other places

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Publications (29)


Negative Effects Associated with HMDs in Augmented and Virtual Reality
  • Chapter

July 2020

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290 Reads

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8 Citations

Lecture Notes in Computer Science

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Jason Moss

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Irwin Hudson

Head mounted displays (HMD) are becoming ubiquitous. Simulator sickness has been an issue since the first simulators and HMDs were created. As computational power and display capabilities increase, so does their utilization in technologies such as HMDs. However, this does not mean that the issues that once plagued these systems are now obsolete. In fact, evidence suggests that these issues have become more prevalent. Whether the system is Augmented Reality (AR), Virtual Reality (VR), or Mixed Reality (MR) the issues associated with simulator sickness or cybersickness have become more widespread. The reasons are uncertain, but probably multiple. One possible reason is the concept of vection, which is the illusion of movement to the participant where there is none physically. Vection plays a vital role in immersion and presence, however; it is also integral in simulator sickness. Another potential reason is the availability of HMDs. Traditionally a tool used in military training or laboratory settings, HMDs have now become a consumer item. This work reviews the current state of HMD issues such as simulator sickness or cybersickness. It reviews the similarities and differences of the sickness states that are commonly found with HMDs. Also, terms such as presence and immersion are delineated so they are used appropriately. The current theories on simulator sickness and cybersickness are reviewed. Further, the measurement and mitigation strategies currently being employed to reduce sickness are reviewed. Lastly, suggestions for more accurate measurement are recommended.


Selecting Workload and Stress Measures for Performance Prediction

September 2017

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167 Reads

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4 Citations

Proceedings of the Human Factors and Ergonomics Society Annual Meeting

The study of performance, workload, and stress have become a mainstay in the field of Human Factors. These constructs are multi-faceted and are assessed by a variety of measures. In seeking to enhance performance by managing mental workload and stress, it is important for measures to be anchored to meaningful criteria. Workload and stress must be considered with respect to the performance measures that address the most central objectives. While workload and stress research has progressed over the years and includes research across different levels and domains, there has been less effort to link measures to specific performance outcomes. The present study examined four performance metrics from the same task in terms of the workload and stress measures that are most closely associated with, and predictive of them. Results indicated that different sets of workload and stress measures predicted different performance measures, suggesting that measures should also be selected based on the performance criteria of interest.


A Review of Personnel Selection Approaches for the Skill of Decision Making

May 2017

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82 Reads

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3 Citations

Lecture Notes in Computer Science

Personnel Selection has been a long standing focus in the fields of Organizational Psychology, Human Factors Psychology, Business Management, Human Resources, and Industrial Engineering. Assessment methods in personnel selection can be categorized into subjective and objective methods. Selection assessments are often broad in attempting to capture the essence of person for success in a role or organization. However, this type of approach often yields inconclusive and biased subjective results. Therefore, focusing on key skills seems to be more beneficial. The skill of focus for this effort is decision making. Since those who make more good decisions are often influential and rise to leadership positions, it is imperative that better ways to uncover, assess, predict, or enhance DM skills, be developed. To do so, a review and firm understanding of personnel selection and decision making is necessary.


Contrasting Instructional Strategies Suited to a Detection Task: Examining Differences in Subjective Workload
  • Conference Paper
  • Full-text available

May 2017

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55 Reads

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1 Citation

Lecture Notes in Computer Science

Soldiers benefit from the ability to detect threats conveyed via human kinesic cues, or non-verbal body movements. Simulation-Based Training (SBT) supplies an avenue to improve kinesic cue detection performance. Instructional strategies in SBT are designed to enhance performance outcomes, and are tied to workload in terms of training effectiveness. Three instructional strategies were analyzed in a between-subjects design for their degree of perceived workload: Highlighting, Massed Exposure, and Kim’s game. Workload included subjective mental and global demand subscales from the NASA-Task Load Index (NASA-TLX). A multivariate analysis of variance showed that Kim’s game contained the highest mental and global demands; Highlighting produced the lowest mental and global demands. The differences in demands suggest rationales for strategy placement, in terms of combinations (e.g., layers or progressions) and other applications (e.g., air traffic control, medical diagnosis, and After-Action Reviews). The strategies’ workload differences are also traced to differences in attention and working memory.

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Behavior Cue Detection Training: Understanding the Impact of Simulator Sickness on Performance

January 2017

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74 Reads

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1 Citation

Advances in Intelligent Systems and Computing

In order to survive in combat zones, an individual soldier must be proficient in the following skills: Pattern recognition and Behavior cue detection. Although, current military training requirements are inadequate for developing pattern recognition and behavior detection, research shows that Simulation-based Training, via virtual environments (VE’s) can improve pattern recognition and behavior detection skills. However, the use of VEs for visually dependent tasks may also increase simulator sickness in some individuals. This experiment compared a virtual version of Kim’s game (i.e., an observational game to increase memory and performance) to a control group to assess the role of simulator sickness on performance. Participants were randomly assigned to either the Kim’s game or control condition and completed a pre-test, training vignette, and post-test. During the experiment, participants recorded their level of simulator sickness using a questionnaire developed by Kennedy et al. (International Journal of Aviation Psychology 3:203–220, 1993 [1]). The data analysis revealed that the Kim’s game group reported higher levels of simulator sickness symptoms which had a negative effect on performance (i.e., detection accuracy and false positive detection). The results also indicated that there was a positive correlation in the control group between disorientation and detection accuracy. This implies that the control group may have become familiar with the experimental task, suggesting that simulator sickness did not negatively impact their performance. The following paper discusses the influence of simulator sickness on performance and offers new ways to reduce simulator sickness for behavior cue detection training.



Avatar Types Matter: Review of Avatar Literature for Performance Purposes

July 2016

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334 Reads

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35 Citations

Lecture Notes in Computer Science

The use of avatars as learning agents is becoming increasingly popular in the sports, education and military domains due to the rapid advancement in distributive technologies (e.g., internet, virtual worlds, etc.). When it comes to military and sports, Simulation-Based Training has proven to be cost-effective, due largely to restrictions on time, costs and safety [1]. As virtual reality and virtual worlds have become cheaper and more powerful in computer terms, the subject of how an avatar relates to an avateer (the avatar’s controller) is becoming increasingly popular. More precisely, interest rests on how an avatar’s appearance may promote or disrupt training objectives, by affecting the behavior or the psychology of a user, and thus subsequently raising or degrading learning. Virtual simulations for training have often shared the aspect of avatars found in Virtual Reality, video games, and Virtual Worlds. This paper examines how avatar representation can provide insight into manipulating avatar appearance for training demands. Existing literature suggests avatars act as drivers for affective changes in attitude and motivation, and can be integrated into an instructional strategy.


A summary of the variables entered into the model based on the stepwise regression analysis.
Theoretical Versus Mathematical Approach to Modeling Psychological and Physiological Data

Lecture Notes in Computer Science

Variable selection for predictive modeling has traditionally relied on theory in the psychological domain. Given the recent advancements in computing technology and availability, researchers are able to utilize more sophisticated mathematical modeling techniques with greater ease. The challenge becomes evaluating whether theory or mathematics should be relied upon for model development. The presented analyses compared the use of hierarchical and stepwise variable selection methods during a predictive modeling task using linear regression. The results show that the stepwise variable selection method is able to obtain a more efficient model than the hierarchical variable selection method. Implications and recommendations for researchers are further discussed.


Figure 1: Computation of workload index reflecting proportion of repeated markers
Table 1 . Abich [16] study scenarios
Figure 2: Computation of workload index based on Euclidean distance
Augmenting Robot Behaviors Using Physiological Measures of Workload State

July 2016

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237 Reads

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6 Citations

Lecture Notes in Computer Science

The evolution of robots from tools to teammates requires a paradigm shift. Robot teammates need to interpret naturalistic forms of human communication and sense implicit, but important cues that reflect the human teammate’s psychological state. A closed-loop system where the robot teammate detects the human teammate’s workload state would enable the robot to select appropriate aiding behaviors to support its human teammate. Physiological measures are suitable for assessment of workload in adaptive systems because they allow continuous assessment and do not require overt responses which disrupt tasks. Given the large variability in physiological workload responses across individuals, an algorithm that accommodates variability in workload responses would be more robust. This study outlines the development and validation of algorithms for workload classification. It discusses (i) a workload manipulation paradigm, (ii) the evaluation of the algorithms for deriving a workload index that is individualized, and (iii) parameter selection for optimal classification.


Target and Non-Target Behavioral Cues. Adapted from Salcedo [14].
ANOVA's for Flow between Kim's game and control groups
Correlation between Engagement and Post-Test Performance
Assessment of Kim’s Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance Aspects

July 2016

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1,743 Reads

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1 Citation

Lecture Notes in Computer Science

Psychological constructs, such as engagement and flow, can be used to determine an individual’s involvement in a task and predict levels of performance during Simulation-Based Training (SBT) in military operations. This experiment used a virtual form of Kim’s game (an observational training game that includes memorization of objects and later recall), to improve pattern recognition and behavior cue detection, during SBT. The purpose of this experiment was to assess participant engagement and flow between two conditions, Kim’s game vs. the control. Seventy-five participants were randomly assigned to either condition, and completed a pre-test, training vignette, post-test, and multiple questionnaires which assessed the individuals’ levels of engagement and flow. Experimental results show the control group reported higher levels of both engagement and flow in all subscales, and flow as a higher predictor of performance than engagement. This paper examines plausible explanations why the engagement questionnaire did not assess differences in performance. The lack of statistically significant findings may be a result of the engagement survey questions and the type of task (i.e., discrete or continuous). Finally, this paper provides future recommendations for examining the role of engagement and flow for simulation-based behavior cue detection training.


Citations (22)


... Immersive Virtual Reality (VR) technology, employing headmounted displays (HMDs), has various applications, including education, physical fitness, rehabilitation, and entertainment. However, previous studies have demonstrated that HMDs had a negative impact on users' balance [9,24,33]. This poses a significant accessibility challenge for all, which is especially severe for individuals with balance impairments (BI) because VR exacerbates their balance issues, resulting in an increased risk of near falls and stumbling [12,51]. ...

Reference:

Auditory, Vibrotactile, or Visual? Investigating the Effective Feedback Modalities to Improve Standing Balance in Immersive Virtual Reality for People with Balance Impairments Due to Type 2 Diabetes
Negative Effects Associated with HMDs in Augmented and Virtual Reality
  • Citing Chapter
  • July 2020

Lecture Notes in Computer Science

... Teo et al. (2018) have confirmed that dual tasks increase mental workload and decrease task performance. Teo et al. (2017) have found that theta power and correct percentage are negatively correlated in change detection tasks. Abich IV et al. (2013) have investigated mental workload through eye fixation. ...

Selecting Workload and Stress Measures for Performance Prediction
  • Citing Article
  • September 2017

Proceedings of the Human Factors and Ergonomics Society Annual Meeting

... It is a complicated process in the meaning that several factors should be estimated concurrently in order to find the right people for the appropriate jobs [28]. Personnel selection is a decision making problem where quality of decision affects the success of a person in an organization [29]. In the context of university selection, the consideration for reasonable and realistic selection measures of adequate candidates and effective prediction of possible success at university, therefore, becomes more and more important [30]. ...

A Review of Personnel Selection Approaches for the Skill of Decision Making
  • Citing Conference Paper
  • May 2017

Lecture Notes in Computer Science

... The DSSQ has been applied recently to assess the impact of virtual reality simulation-based training methods (Hurter, Aubrey, Martinez, Maraj, & Hudson, 2016). Lackey, Salcedo, Matthews, and Maxwell (2014) compared real and virtual environments for training Soldiers in clearing a room of enemy threats. ...

An analysis of questionnaires and performance measures for a simulation-based kinesic cue detection task
  • Citing Conference Paper
  • December 2016

... Predicting task performance from human state assessments using generalized and individualized models has yet to be analyzed, but generalized/individualized human state assessments have been developed. Teo et al. (2016Teo et al. ( , 2019 focused on an individualized workload model for adaptive aiding, by identifying individual specific physiological markers (e.g., EEG and heart-rate metrics) that are sensitive to workload variations. These markers were incorporated in a difference-based workload index algorithm, where individualized algorithms were produced for each human. ...

Augmenting Robot Behaviors Using Physiological Measures of Workload State

Lecture Notes in Computer Science

... Kim's game is designed to heighten several types of cognitive skills, including enhanced sensitivity in change detection [24]. Like threat detection, change detection is a perceptual phenomenon crucial to ISR: soldiers must note changes in an operational environment, and then make sense of such changes. ...

Assessment of Kim’s Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance Aspects

Lecture Notes in Computer Science

... Aside creating virtual tutor as avatar, other studies have shown that using virtual characters and avatars as a virtual embodiment of students themselves can help personalize learning experience and improve learning outcomes, motivation, and creativity among others (Falloon, 2010;Fitton et al., 2023;Guegan et al., Frontiers in Education 03 frontiersin.org 2016; Hong et al., 2019;Hudson and Hurter, 2016;Ratan et al., 2022). ii Supporting students' wellbeing: Other ways AI have been used in education is as virtual wellbeing counselor. ...

Avatar Types Matter: Review of Avatar Literature for Performance Purposes
  • Citing Conference Paper
  • July 2016

Lecture Notes in Computer Science

... Avatar types (from left to right): a generic avatar, a military SME avatar, and a doppelganger avatar (shown with corresponding avateer) (Doppelganger photograph replicated with permission from Hudson and Badillo-Urquiola[24]). ...

Virtual Approach to Psychomotor Skills Training: Manipulating the Appearance of Avatars to Influence Learning
  • Citing Conference Paper
  • August 2015

Lecture Notes in Computer Science

... Some examples of kinesic cues are gestures, facial expressions, body language, and body positioning. Past research has examined the effectiveness of kinesic cues for Behavior Cue Analysis training using SBT [11,12]. For this research effort we examined four kinesic cues (i.e., check six, clenched fist, slap hands, and wring hands). ...

Assessing Engagement in Simulation-Based Training Systems for Virtual Kinesic Cue Detection Training
  • Citing Conference Paper
  • July 2013

Lecture Notes in Computer Science

... For many of the procedural and decisionmaking skills of interest, screen-based simulation provides sufficient visual and functional fidelity to provide an effective learning environment. However, certain skills are more or less sensitive to the fidelity of the environment; for example, while a high-fidelity 3D environment has not been shown to be critical for training teamwork skills, it is critical for training spatial and navigational skills (Hoang et al., 2012;Salcedo et al., 2013). Therefore, we recommend virtual-and augmented-reality as appropriate training modalities for front line personnel, such as ground medics, where a keen understanding of the spatial relationships between threats and care must be obtained. ...

Effects of Visual Fidelity on Biometric Cue Detection in Virtual Combat Profiling Training

Lecture Notes in Computer Science