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Description
This thesis describes a synthetic task environment, CyberCog, created for the purposes of 1) understanding and measuring individual and team situation awareness in the context of a cyber security defense task and 2) providing a context for evaluating algorithms, visualizations, and other interventions that are intended to improve cyber situation

This thesis describes a synthetic task environment, CyberCog, created for the purposes of 1) understanding and measuring individual and team situation awareness in the context of a cyber security defense task and 2) providing a context for evaluating algorithms, visualizations, and other interventions that are intended to improve cyber situation awareness. CyberCog provides an interactive environment for conducting human-in-loop experiments in which the participants of the experiment perform the tasks of a cyber security defense analyst in response to a cyber-attack scenario. CyberCog generates the necessary performance measures and interaction logs needed for measuring individual and team cyber situation awareness. Moreover, the CyberCog environment provides good experimental control for conducting effective situation awareness studies while retaining realism in the scenario and in the tasks performed.
ContributorsRajivan, Prashanth (Author) / Femiani, John (Thesis advisor) / Cooke, Nancy J. (Thesis advisor) / Lindquist, Timothy (Committee member) / Gary, Kevin (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Despite the various driver assistance systems and electronics, the threat to life of driver, passengers and other people on the road still persists. With the growth in technology, the use of in-vehicle devices with a plethora of buttons and features is increasing resulting in increased distraction. Recently, speech recognition has

Despite the various driver assistance systems and electronics, the threat to life of driver, passengers and other people on the road still persists. With the growth in technology, the use of in-vehicle devices with a plethora of buttons and features is increasing resulting in increased distraction. Recently, speech recognition has emerged as an alternative to distraction and has the potential to be beneficial. However, considering the fact that automotive environment is dynamic and noisy in nature, distraction may not arise from the manual interaction, but due to the cognitive load. Hence, speech recognition certainly cannot be a reliable mode of communication.

The thesis is focused on proposing a simultaneous multimodal approach for designing interface between driver and vehicle with a goal to enable the driver to be more attentive to the driving tasks and spend less time fiddling with distractive tasks. By analyzing the human-human multimodal interaction techniques, new modes have been identified and experimented, especially suitable for the automotive context. The identified modes are touch, speech, graphics, voice-tip and text-tip. The multiple modes are intended to work collectively to make the interaction more intuitive and natural. In order to obtain a minimalist user-centered design for the center stack, various design principles such as 80/20 rule, contour bias, affordance, flexibility-usability trade-off etc. have been implemented on the prototypes. The prototype was developed using the Dragon software development kit on android platform for speech recognition.

In the present study, the driver behavior was investigated in an experiment conducted on the DriveSafety driving simulator DS-600s. Twelve volunteers drove the simulator under two conditions: (1) accessing the center stack applications using touch only and (2) accessing the applications using speech with offered text-tip. The duration for which user looked away from the road (eyes-off-road) was measured manually for each scenario. Comparison of results proved that eyes-off-road time is less for the second scenario. The minimalist design with 8-10 icons per screen proved to be effective as all the readings were within the driver distraction recommendations (eyes-off-road time < 2sec per screen) defined by NHTSA.
ContributorsMittal, Richa (Author) / Gaffar, Ashraf (Thesis advisor) / Femiani, John (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the

Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the value of pauses in video lectures. Techniques and algorithms that can shorten such

videos can have a huge impact in saving students’ time and reducing storage space.

I study this problem of shortening videos by removing long pauses and adaptively

modifying the playback rate by emphasizing the most important sections of the video

and its effect on the student community. The playback rate is designed in such a

way to play uneventful sections faster and significant sections slower. Important and

unimportant sections of a video are identified using textual analysis. I use an existing

speech-to-text algorithm to extract the transcript and apply latent semantic analysis

and standard information retrieval techniques to identify the relevant segments of

the video. I compute relevance scores of different segments and propose a variable

playback rate for each of these segments. The aim is to reduce the amount of time

students spend on passive learning while watching videos without harming their ability

to follow the lecture. I validate the approach by conducting a user study among

computer science students and measuring their engagement. The results indicate

no significant difference in their engagement when this method is compared to the

original unedited video.
ContributorsPurushothama Shenoy, Sreenivas (Author) / Amresh, Ashish (Thesis advisor) / Femiani, John (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016