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The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program acquisition completion time were not explicitly identified in the simulation

The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program acquisition completion time were not explicitly identified in the simulation study. This research seeks to determine the acquisition processes that contribute significantly to total simulated program time in the acquisition system for all programs reaching Milestone C. Specifically, this research examines the effect of increased scope management, technology maturity, and decreased variation and mean process times in post-Design Readiness Review contractor activities by performing additional simulation analyses. Potential policies are formulated from the results to further improve program acquisition completion time.
ContributorsWorger, Danielle Marie (Author) / Wu, Teresa (Thesis director) / Shunk, Dan (Committee member) / Wirthlin, J. Robert (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2013-05
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Description
Workplace productivity is a result of many factors, and among them is the setup of the office and its resultant noise level. The conversations and interruptions that come along with converting an office to an open plan can foster innovation and creativity, or they can be distracting and harm the

Workplace productivity is a result of many factors, and among them is the setup of the office and its resultant noise level. The conversations and interruptions that come along with converting an office to an open plan can foster innovation and creativity, or they can be distracting and harm the performance of employees. Through simulation, the impact of different types of office noise was studied along with other changing conditions such as number of people in the office. When productivity per person, defined in terms of mood and focus, was measured, it was found that the effect of noise was positive in some scenarios and negative in others. In simulations where employees were performing very similar tasks, noise (and its correlates, such as number of employees), was beneficial. On the other hand, when employees were engaged in a variety of different types of tasks, noise had a negative overall effect. This indicates that workplaces that group their employees by common job functions may be more productive than workplaces where the problems and products that employees are working on are varied throughout the workspace.
ContributorsHall, Mikaela Starrantino (Author) / Pavlic, Theodore P. (Thesis director) / Cooke, Nancy (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach a new chessboard con�guration. Studies have shown that chess skill is based on memory, speci�cally, "chunks" of chess piece positions that have been previously encountered by players. However, debate exists concerning how these chunks are constructed in players' memory. These chunks could be constructed by proximity of pieces on the chessboard as well as their precise location or constructed through attack-defense relations. The primary objective of this study is to support which one is more in line with chess players' actual chess abilities based off their memory, proximity or attack/defense. This study replicates and extends an experiment conducted by McGregor and Howe (2002), which explored the argument that pieces are primed more by attack and defense relations than by proximity. Like their study, the present study examined novice and expert chess players' response times for correct and error responses by showing slides of game configurations. In addition to these metrics, the present study also incorporated an eye-tracker to measure visual attention and EEG to measure affective and cognitive states. They were added to allow the comparison of subtle and unconscious behaviors of both novices and expert chess players. Overall, most McGregor and Howe's (2002) results were replicated supporting their theory on chess expertise. This included statistically significance for skill in the error rates with the mean error rates on the piece recognition tests were 70.1% for novices and 87.9% for experts, as well as significance for the two-way interaction for relatedness and proximity with error rates of 22.4% for unrelated/far, 18.8% for related/far, 15.8% for unrelated
ear, and 29.3% for related
ear. Unfortunately, there were no statistically significance for any of the response time effects, which McGregor and Howe found for the interaction between skill and proximity. Despite eye-tracking and EEG data not either support nor confirm McGregor and Howe's theory on how chess players memorize chessboard configurations, these metrics did help build a secondary theory on how novices typically rely on proximity to approach chess and new visual problems in general. This was exemplified by the statistically significant results for short-term excitement for the two-way interaction of skill and proximity, where the largest short-term excitement score was between novices on near proximity slides. This may indicate that novices, because they may lean toward using proximity to try to recall these pieces, experience a short burst of excitement when the pieces are close to each other because they are more likely to recall these configurations.
ContributorsSeto, Christian Paul (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Industrial, Systems (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The Department of Defense (DoD) acquisition system is a complex system riddled with cost and schedule overruns. These cost and schedule overruns are very serious issues as the acquisition system is responsible for aiding U.S. warfighters. Hence, if the acquisition process is failing that could be a potential threat to

The Department of Defense (DoD) acquisition system is a complex system riddled with cost and schedule overruns. These cost and schedule overruns are very serious issues as the acquisition system is responsible for aiding U.S. warfighters. Hence, if the acquisition process is failing that could be a potential threat to our nation's security. Furthermore, the DoD acquisition system is responsible for proper allocation of billions of taxpayer's dollars and employs many civilians and military personnel. Much research has been done in the past on the acquisition system with little impact or success. One reason for this lack of success in improving the system is the lack of accurate models to test theories. This research is a continuation of the effort on the Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation modeling research on DoD acquisition system. We propose to extend ERAM using agent-based simulation principles due to the many interactions among the subsystems of the acquisition system. We initially identify ten sub models needed to simulate the acquisition system. This research focuses on three sub models related to the budget of acquisition programs. In this thesis, we present the data collection, data analysis, initial implementation, and initial validation needed to facilitate these sub models and lay the groundwork for a full agent-based simulation of the DoD acquisition system.
ContributorsBucknell, Sophia Robin (Author) / Wu, Teresa (Thesis director) / Li, Jing (Committee member) / Colombi, John (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus,

Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus, team coordination and communication are critically important during this period. The purpose of this thesis is to review and synthesize teamwork studies in NPPs, outage management studies, official Licensee Event Reports (LER), and Inspection Reports (IRs) to characterize team brittleness in NPP systems. Focusing on team brittleness can provide critical insights about how to increase NPP robustness and to create a resilient NPP system. For this reason, more than 900 official LERs and IRs reports were analyzed to understand human and team errors in the United States (US) nuclear power plants. The findings were evaluated by subject matter experts to create a better understanding of team cognition in US nuclear power plants. The results of analysis indicated that human errors could be caused by individual human errors, team errors, procedural errors, design errors, or organizational errors. In addition to these, some of the findings showed that number of reactors, operation year and operation mode could affect the number of reported incidents.
ContributorsAKCA, SALLY SALIHA (Author) / Cooke, Nancy (Thesis advisor) / Niemczyk, Mary (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2020
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Description
The prevalence of autonomous technology is advancing at a rapid rate and is becoming more sophisticated. As this technology becomes more advanced, humans and autonomy may work together as teammates in various settings. A crucial component of teaming is trust, but to date, researchers are limited in assessing trust calibration

The prevalence of autonomous technology is advancing at a rapid rate and is becoming more sophisticated. As this technology becomes more advanced, humans and autonomy may work together as teammates in various settings. A crucial component of teaming is trust, but to date, researchers are limited in assessing trust calibration dynamically in human-autonomy teams. Traditional methods of measuring trust (e.g., Likert scale questionnaires) capture trust after the fact or at a specific time. However, trust fluctuates, and determining what causes this might give machine designers insight into how machines can be improved upon so that operator’s trust towards the machines is more properly calibrated. This thesis aimed to assess the validity of an interaction-based metric of trust: anticipatory pushing of information. Anticipatory pushing of information refers to teammate A anticipating the needs of teammate B and pushing that information to teammate B. It was hypothesized there would be a positive relationship between the frequency of anticipatory pushing and self-reported trust scores. To test this hypothesis, text chat data and self-reported trust scores were analyzed in a previously conducted study in two different sessions (routine and degraded). Findings indicate that the anticipatory pushing of information and the self-reported trust scores between the human-human pairs in the degraded sessions were higher than the routine sessions. In degraded sessions, the anticipatory pushing of information between the human-human pairs was associated with human-human trust.
ContributorsBhatti, Shawaiz (Author) / Cooke, Nancy (Thesis advisor) / Chiou, Erin K (Committee member) / Gutzwiller, Robert (Committee member) / Arizona State University (Publisher)
Created2021