Academic literature on the topic 'Military aspects of Interactive computer systems'

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Journal articles on the topic "Military aspects of Interactive computer systems"

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Summers, Baron C., and Herbert Hauser. "System interaction influences on cognitive-affective states to enhance performance, workload, and knowledge acquisition in teams conducting close air support simulations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1260–63. http://dx.doi.org/10.1177/1541931213601293.

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The purpose of this research is to shed light on the effects of an automated feedback system to optimize cognitive-affective states and increase effectiveness of using remotely piloted aerial system team members training to conduct Close Air Support missions in a simulation training environment. Feedback manipulations in this study utilize attributes of engagement as an optimal cognitive-affective state in order to assess state and effectiveness differences. Understanding these effects could enable predictions of aspects that might be adapted to optimize future approaches in training teams in complex situations. If states of learners can be impacted via feedback experiences to an engagement like state and thereby benefit from increased learning and effectiveness, then training approaches utilizing feedback may advance in capability. Thus, designs of automated feedback systems in human-computer interfaces may help advance training of complex military tasks such as close air support with remotely piloted aerial systems through decreasing workload, increasing knowledge acquisition, and enabling better performance.
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Satava, Richard M., and Shaun B. Jones. "Virtual Environments for Medical Training and Education." Presence: Teleoperators and Virtual Environments 6, no. 2 (April 1997): 139–46. http://dx.doi.org/10.1162/pres.1997.6.2.139.

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There are a number of modalities for implementing Virtual Environments (VE) for medical training and simulation. Integrating them for a seamless transition from one to another presents the next challenge. The three applications of (1) individual anatomic education and training, (2) medical crisis planning and training, and (3) medical virtual prototyping have been integrated into a single program approach by the military for battlefield trauma care. With this model as a template, the power of VE for the many different aspects of medical education can be explored and exploited.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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Rowe, Robert. "Representations, Affordances, and Interactive Systems." Multimodal Technologies and Interaction 5, no. 5 (May 1, 2021): 23. http://dx.doi.org/10.3390/mti5050023.

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The history of algorithmic composition using a digital computer has undergone many representations—data structures that encode some aspects of the outside world, or processes and entities within the program itself. Parallel histories in cognitive science and artificial intelligence have (of necessity) confronted their own notions of representations, including the ecological perception view of J.J. Gibson, who claims that mental representations are redundant to the affordances apparent in the world, its objects, and their relations. This review tracks these parallel histories and how the orientations and designs of multimodal interactive systems give rise to their own affordances: the representations and models used expose parameters and controls to a creator that determine how a system can be used and, thus, what it can mean.
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Whitefield, A. "Human factors aspects of pointing as an input technique in interactive computer systems." Applied Ergonomics 17, no. 2 (June 1986): 97–104. http://dx.doi.org/10.1016/0003-6870(86)90246-2.

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Ferreira, Alessandro Luiz Stamatto, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda, and Sarah Gomes Sakamoto. "A Survey of Interactive Systems based on Brain-Computer Interfaces." Journal on Interactive Systems 4, no. 1 (August 28, 2013): 1. http://dx.doi.org/10.5753/jis.2013.623.

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Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.
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Seamster, Thomas L., Cathrine E. Snyder, Michele Terranova, William J. Walker, and D. Todd Jones. "Human Factors in the Naval Air Systems Command: Computer Based Training." Proceedings of the Human Factors Society Annual Meeting 32, no. 16 (October 1988): 1095–99. http://dx.doi.org/10.1177/154193128803201622.

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Military standards applied to the private sector contracts have a substantial effect on the quality of Computer Based Training (CBT) systems procured for the Naval Air Systems Command. This study evaluated standards regulating the following areas in CBT development and procurement: interactive training systems, cognitive task analysis, and CBT hardware. The objective was to develop some high-level recommendations for evolving standards that will govern the next generation of CBT systems. One of the key recommendations is that there be an integration of the instructional systems development, the human factors engineering, and the software development standards. Recommendations were also made for task analysis and CBT hardware standards.
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MANARIS, BILL Z. "AN ENGINEERING ENVIRONMENT FOR NATURAL LANGUAGE INTERFACES TO INTERACTIVE COMPUTER SYSTEMS." International Journal on Artificial Intelligence Tools 03, no. 04 (December 1994): 557–79. http://dx.doi.org/10.1142/s0218213094000303.

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This paper discusses the development of natural language interfaces to interactive computer systems using the NALIGE user interface management system. The task of engineering such interfaces is reduced to producing a set of well-formed specifications which describe lexical, syntactic, semantic, and pragmatic aspects of the selected application domain. These specifications are converted by NALIGE to an autonomous natural language interface that exhibits the prescribed linguistic and functional behavior. Development of several applications is presented to demonstrate how NALIGE and the associated development methodology may facilitate the design and implementation of practical natural language interfaces. This includes a natural language interface to Unix and its subsequent porting to MS-DOS, VAX/VMS, and VM/CMS; a natural language interface for Internet navigation and resource location; a natural language interface for text pattern matching; a natural language interface for text editing; and a natural language interface for electronic mail management. Additionally, design issues and considerations are identified/addressed, such as reuse and portability, content coupling, morphological processing, scalability, and habitability.
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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (April 1, 2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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Schroeder, R. "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology." Sociological Research Online 2, no. 4 (December 1997): 89–99. http://dx.doi.org/10.5153/sro.291.

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This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?
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Dissertations / Theses on the topic "Military aspects of Interactive computer systems"

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Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Fabre, John B., and n/a. "Designing time at the user interface a study of temporal aspects of usability." Swinburne University of Technology, 2000. http://adt.lib.swin.edu.au./public/adt-VSWT20060712.121947.

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This thesis is concerned with temporal factors from the perspective of the interactive designer/interface designer and usability as a construct for guiding design activity. The research reported herein examines the many factors which emerge when considering the name of interaction at the user interface. Temporal Aspects of Usability (TAU) is presented as a multivariate construct. It is neither a property that exists 'in the head alone' not is it an aspect of the system but rather an emergent property arising from task based interactions. From a theoretical perspective, it is argued that the inclusion of temporal considerations to the task model more fully specifies 'Usability' as a design construct. A model of TAU is evolved and validated utilizing situated interviews with designers. This resulted in an Enhanced model of TAU. A method for developing temporally informed task models, KAT-LITTER (Leveraging Interactions Through Effective Responses), provides temporal design heuristics as the confluence of, KAT (Knowledge Analysis of Task) a task analysis method, and the enhanced TAU model. As a method, KAT-LITTER is device independent, data centered, domain specific and necessarily independent of existing implementations. A process evaluation of KAT-LITTER showed that it influenced the design process in two significant ways: firstly, designers using KAT-LITTER spent more time reasoning about temporal issues than designers using KAT alone, and secondly these same designers considered a broader spectrum of temporal issues. The development of TAU, its accompanying method, KAT-LITTER, complete with a notational system for analysis represent a significant step forward.
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Grobler, H. "Aspects affecting the design of a low earth orbit satellite on-board computer." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/51621.

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Thesis (MEng)--University of Stellenbosch, 2000.
ENGLISH ABSTRACT: Satellites are not all made equal. The large number of possible orbits, desired functionality and budget constraints are but a few of the factors that influence the design of a satellite. Given a particular set of design requirements, a number of designs may meet these requirements. Each of these designs will typically entail a trade-off between a number of (conflicting) parameters, whilst still satisfying the system requirements. The On-Board Computer (OBC) of a satellite, the satellite subsystem primarily responsible for the operational control of a satellite, can consequently be designed in any of a number of different ways. As the factors that influence the flight performance of an OBC differs to those of a terrestrial computer, the OBC design will therefore be significantly different. A high-level overview of the factors that impact OBC design and operation is presented. Improvements to the existing designs are proposed. In conclusion, a number of guidelines for a future OBC design also are given.
AFRIKAANSE OPSOMMING: Elke satelliet het unieke eienskappe wat bepaal word deur onderandere, die teiken wentelbaan, verwagte funksionaliteit en koste oorweegings. Vir 'n spesefieke stelselontwerp bestaan daar 'n aantal moontlike ontwerpe wat aan die stelsel vereistes voldoen. Elk van hierdie ontwerpe sal tipies behels dat verskillende parameters teen mekaar afgespeel word, terwyl die stelsel vereistes steeds aan voldoen word. Die Aanboord Rekenaar (AR) van 'n satelliet, die satelliet substelsel hoofsaaklik verantwoordelik vir die beheer van die satelliet, kan vervolgens uit een van veele moontlike ontwerpe bestaan. Aangesien die faktore wat die werkverrigting van 'n AR beinvloed verskil van die van 'n rekenaar wat op die aard oppervlak gebruik word, sal die AR ontwerp dienooreenkomstig verskil. 'n Hoevlak oorsig van die faktore wat AR ontwerp beinvloed sal gegee word. Verbeteringe wat aan die huidige AR ontwerpe gedoen kan word sal bespreek word. Ter afsluiting sal 'n aantal riglyne vir toekomstige AR ontwerpe gegee word.
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Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore the feasibility of improvement and enhancement of sonic interactive systems in combination with embodied interaction. For this reason, data from three experiments has been gathered and evaluated into the conclusions of this study.
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Calfee, Sharif H. "Autonomous agent-based simulation of an AEGIS Cruiser combat information center performing battle air-defense commander operations." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FCalfee.pdf.

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Granåsen, Magdalena. "Exploring C2 Capability and Effectiveness in Challenging Situations : Interorganizational Crisis Management, Military Operations and Cyber Defence." Licentiate thesis, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156151.

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Modern societies are affected by various threats and hazards, including natural disasters, cyber-attacks, extreme weather events and inter-state conflicts. Managing these challenging situations requires immediate actions, suspension of ordinary procedures, decision making under uncertainty and coordinated action. In other words, challenging situations put high demands on the command and control (C2) capability. To strengthen the capability of C2, it is vital to identify the prerequisites for effective coordination and direction within the domain of interest. This thesis explores C2 capability and effectiveness in three domains: interorganizational crisis management, military command and control, and cyber defence operations. The thesis aims to answer three research questions: (1) What constitutes C2 capability? (2) What constitutes C2 effectiveness? and (3) How can C2 effectiveness be assessed? The work was carried out as two case studies and one systematic literature review. The main contributions of the thesis are the identification of perspectives of C2 capability in challenging situations and an overview of approaches to C2 effectiveness assessment. Based on the results of the three studies, six recurring perspectives of capability in the domains studied were identified: interaction (collaboration), direction and coordination, relationships, situation awareness, resilience and preparedness. In the domains there are differences concerning which perspectives that are most emphasized in order obtain C2 capability. C2 effectiveness is defined as the extent to which a C2 system is successful in achieving its intended result. The thesis discusses the interconnectedness of performance and effectiveness measures, and concludes that there is not a united view on the difference between measures of effectiveness and measures of performance. Different approaches to effectiveness assessment were identified, where assessment may be conducted based on one specific issue, in relation to a defined goal for a C2 function or using a more exploratory approach.

In the printed version is the permanent link to this publication incorrect. The link is changecd in the online version.

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Wilkerson, David A. "Integrating individual and social learning strategies in a small-group model for online psychoeducational intervention : a mixed methods study of a parent-management training program." Thesis, 2014. http://hdl.handle.net/1805/6182.

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Indiana University-Purdue University Indianapolis (IUPUI)
In the fields of formal and informal online adult education, the absence of a social context for instruction has been found to present significant limitations for learner persistence and retention. In the field of online psychoeducational intervention, self-administered and self-paced individualized prevention programs have been developed for delivery to large populations of anonymous users. These delivery models provide limited social context for instructional activities, due in part to the anonymity of their participants. When social interaction is included in their prevention programs through voluntary, asynchronous self-help/mutual aid discussion forums, anonymity may still limit social interaction, in favor of observational learning advantages for self-efficacy appraisals derived from "lurking". When these large-group models have been applied to online psychoeducation intervention programs for the purposes of encouraging mutual aid, interactive participation has been limited. This mixed methods study focused on a model for the design of an online small group psychoeducational intervention that integrated individual and social learning in a parent management training program. Self-paced participation was replaced with facilitator-led participation in an asynchronous discussion forum where topics were prioritized and sequenced with learning content from individual web-based training modules. Social interaction was facilitated through online problem-based learning discussion group. Despite assertions that interactive participation in online psychoeducational discussion forums may only be accomplished once a subscriber threshold of several hundred participants has been reached, this study found that small group participation through the program's integrated design resulted large effects for increases in parent self-agency and reduction of over-reactive, coercive parenting behaviors. Participation in the online problem-based group discussion forum was found to have contributed to participant outcomes when posting characteristics revealed the presence of both mutual aid processes and the application of individual learning module content.
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Singh, Vidya Bhushan. "User Modeling and Optimization for Environmental Planning System Design." Thesis, 2014. http://hdl.handle.net/1805/6114.

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Indiana University-Purdue University Indianapolis (IUPUI)
Environmental planning is very cumbersome work for environmentalists, government agencies like USDA and NRCS, and farmers. There are a number of conflicts and issues involved in such a decision making process. This research is based on the work to provide a common platform for environmental planning called WRESTORE (Watershed Restoration using Spatio-Temporal Optimization of Resources). We have designed a system that can be used to provide the best management practices for environmental planning. A distributed system was designed to combine high performance computing power of clusters/supercomputers in running various environmental model simulations. The system is designed to be a multi-user system just like a multi-user operating system. A number of stakeholders can log-on and run environmental model simulations simultaneously, seamlessly collaborate, and make collective judgments by visualizing their landscapes. In the research, we identified challenges in running such a system and proposed various solutions. One challenge was the lack of fast optimization algorithm. In our research, several algorithms are utilized such as Genetic Algorithm (GA) and Learning Automaton (LA). However, the criticism is that LA has a slow rate of convergence and that both LA and GA have the problem of getting stuck in local optima. We tried to solve the multi-objective problems using LA in batch mode to make the learning faster and accurate. The problems where the evaluation of the fitness functions for optimization is a bottleneck, like running environmental model simulation, evaluation of a number of such models in parallel can give considerable speed-up. In the multi-objective LA, different weight pair solutions were evaluated independently. We created their parallel versions to make them practically faster in computation. Additionally, we extended the parallelism concept with the batch mode learning. Another challenge we faced was in User Modeling. There are a number of User Modeling techniques available. Selection of the best user modeling technique is a hard problem. In this research, we modeled user's preferences and search criteria using an ANN (Artificial Neural Network). Training an ANN with limited data is not always feasible. There are many situations where a simple modeling technique works better if the learning data set is small. We formulated ways to fine tune the ANN in case of limited data and also introduced the concept of Deep Learning in User Modeling for environmental planning system.
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Books on the topic "Military aspects of Interactive computer systems"

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Knerr, Bruce W. Individual Combatant Simulation System (ICSS) assessment plan. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 1996.

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Kühnel, Christine. Quantifying Quality Aspects of Multimodal Interactive Systems. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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K, Bikson Tora. Cognitive press in computer-mediated work. Santa Monica, CA: Rand, 1987.

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Wu qi zhuang bei jiao hu shi dian zi ji shu shou ce: IETM. Beijing Shi: Guo fang gong ye chu ban she, 2009.

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Virtual combat: A guide to distributed interactive simulation. Mechanicsburg, PA: Stackpole Books, 1997.

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Wilson, Kevin G. Technologies of control: The new interactive media for the home. Madison, Wis: University of Wisconsin Press, 1988.

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International, Conference on Human-Computer Interaction (4th 1991 Stuttgart Germany). Human aspects in computing: Proceedings of the Fourth International Conference on Human-Computer Interaction, Stuttgart, F.R. Germany, September 1-6, 1991. Amsterdam: Elsevier, 1991.

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Honolulu), International Conference on Human-Computer Interaction (2nd 1987. Social, ergonomic and stress aspects of work with computers: Proceedings of the Second International Conference on Human-Computer Interaction, Honolulu, Hawaii August 10-14, 1987. Amsterdam: Elsevier Science, 1987.

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International Conference on Human-Computer Interaction (4th 1991 Stuttgart, Germany). Human aspects in computing: Design and use of interactive systems and work with terminals : proceedings of the fourth International Conference on Human-Computer Interaction, Stuttgart, F.R. Germany, September 1-6 1991. Amsterdam: Elsevier, 1991.

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Shah, Rawn. Managing online communities. Indianapolis, Ind: FT Press, 2009.

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Book chapters on the topic "Military aspects of Interactive computer systems"

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Densham, Paul J., and Marc P. Armstrong. "Human-Computer Interaction Aspects of Visual-Interactive Locational Analysis." In Cognitive Aspects of Human-Computer Interaction for Geographic Information Systems, 179–96. Dordrecht: Springer Netherlands, 1995. http://dx.doi.org/10.1007/978-94-011-0103-5_13.

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Galindo, Michel, Célia Martinie, Philippe Palanque, Marco Winckler, and Peter Forbrig. "Tuning an HCI Curriculum for Master Students to Address Interactive Critical Systems Aspects." In Human-Computer Interaction. Human-Centred Design Approaches, Methods, Tools, and Environments, 51–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39232-0_6.

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Kasiński, A. J. "MAN-MACHINE ASPECTS OF COMPUTER-AIDED INTERACTIVE GRASP PLANNING." In Analysis, Design and Evaluation of Man–Machine Systems 1992, 77–82. Elsevier, 1993. http://dx.doi.org/10.1016/b978-0-08-041900-8.50015-3.

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Cipolla-Ficarra, Francisco V., and Miguel Cipolla-Ficarra. "Computer Animation for Ingenious Revival." In Advances in Human and Social Aspects of Technology, 159–81. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3437-2.ch008.

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In this research work, we make known the excellent advantages of the use of computer animations in 3D with the purpose of transferring scientific heritage into paper support to the current generations of users of interactive systems. In it the archetypes factor is analyzed (semiotics perspective) and communicative inference of the analyzed examples. Besides, the main components of the layout category are analyzed, which are related to graphic computing and communicability inside the interface of the interactive system.
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Tzanetakis, George. "Natural Human-Computer Interaction with Musical Instruments." In Advances in Multimedia and Interactive Technologies, 116–36. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0264-7.ch006.

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The playing of a musical instrument is one of the most skilled and complex interactions between a human and an artifact. Professional musicians spend a significant part of their lives initially learning their instruments and then perfecting their skills. The production, distribution and consumption of music has been profoundly transformed by digital technology. Today music is recorded and mixed using computers, distributed through online stores and streaming services, and heard on smartphones and portable music players. Computers have also been used to synthesize new sounds, generate music, and even create sound acoustically in the field of music robotics. Despite all these advances the way musicians interact with computers has remained relatively unchanged in the last 20-30 years. Most interaction with computers in the context of music making still occurs either using the standard mouse/keyboard/screen interaction that everyone is familiar with, or using special digital musical instruments and controllers such as keyboards, synthesizers and drum machines. The string, woodwind, and brass families of instruments do not have widely available digital counterparts and in the few cases that they do the digital version is nowhere as expressive as the acoustic one. It is possible to retrofit and augment existing acoustic instruments with digital sensors in order to create what are termed hyper-instruments. These hyper-instruments allow musicians to interact naturally with their instrument as they are accustomed to, while at the same time transmitting information about what they are playing to computing systems. This approach requires significant alterations to the acoustic instrument which is something many musicians are hesitant to do. In addition, hyper-instruments are typically one of a kind research prototypes making their wider adoption practically impossible. In the past few years researchers have started exploring the use of non-invasive and minimally invasive sensing technologies that address these two limitations by allowing acoustic instruments to be used without any modifications directly as digital controllers. This enables natural human-computer interaction with all the rich and delicate control of acoustic instruments, while retaining the wide array of possibilities that digital technology can provide. In this chapter, an overview of these efforts will be provided followed by some more detailed case studies from research that has been conducted by the author's group. This natural interaction blurs the boundaries between the virtual and physical world which is something that will increasingly happen in other aspects of human-computer interaction in addition to music. It also opens up new possibilities for computer-assisted music tutoring, cyber-physical ensembles, and assistive music technologies.
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Curry, John, and Tom Mouat. "The Use of Computer Games in Military Training by the British Army." In Handbook of Research on Serious Games as Educational, Business and Research Tools, 1122–44. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch058.

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This chapter gives an overview of how serious computer games are being used for training, education, and decision support within the British Army and gives an in-depth example of the use of JCOVE training system used to train soldiers in convoy driving. Initial evaluations on the effectiveness of the use of serious games in preparing UK forces for operations in Iraq and Afghanistan show they have had a significant positive impact. Further research is needed on the business issue of better public procurement systems to introduce innovation in games faster into the training cycle and on the education aspects of using serious games as part of preparation to work in hazardous environments.
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Averweg, Udo Richard. "Decision Support Systems and Decision-Making Processes." In Business Information Systems, 135–43. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-969-9.ch010.

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Decision support systems (DSS) deal with semi-structured problems. Such problems arise when managers in organisations are faced with decisions where some but not all aspects of a task or procedure are known. To solve these problems and use the results for decision-making requires judgement of the manager using the system. Typically such systems include models, data manipulation tools, and the ability to handle uncertainty and risk. These systems involve information and decision technology (Forgionne, 2003). Many organisations are turning to DSS to improve decision-making (Turban, McLean, & Wetherbe, 2004). This is a result of the conventional information systems (IS) not being sufficient to support an organisation’s critical response activities—especially those requiring fast and/or complex decision-making. In general, DSS are a broad category of IS (Power, 2003). A DSS is defined as “an interactive, flexible, and adaptable computer-based information system, specially developed for supporting the solution of a non-structured management problem for improved decision-making. It utilises data, it provides easy user interface, and it allows for the decision maker’s own insights” (Turban, 1995). There is a growing trend to provide managers with IS that can assist them in their most important task—making decisions. All levels of management can benefit from the use of DSS capabilities. The highest level of support is usually for middle and upper management (Sprague & Watson, 1996). The question of how a DSS supports decision-making processes will be described in this article. This article is organised as follows: The background to decisionmaking is introduced. The main focus (of this article) describes the development of the DSS field. Some future trends for the DSS field are then suggested. Thereafter a conclusion is given.
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Sosa, Mabel del V. "Revision of the Groupware Users Interface Development Methods." In Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability, 587–94. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4490-8.ch051.

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Complexity inherent to groupware systems implies a considerable effort in design and development because of the need of multi-discipline collaboration work and the technical difficulty involved in the task (shared data, complicated collaborative activities, task distribution, group awareness, feedthrough, etc.). A key element for usability is the groupware user interface disposed to the enhancement of the group work quality in such aspects as coordination, communication, collaboration, etc. Different fields of computer science, HCI (Human Computer Interaction), CSCW (Computer Supported Cooperative Work), UCD (User Centered Design), and SE (Software Engineering), have contributed with the methodology, process, and tools model, which facilitates and improves different aspects of user interface development for collaborative environments. Still, the analyzed proposals do not completely cover the development process of a complete groupware system where interactive aspects are integrated with collaborative issues, not only in the interface but also in the application itself. Methodological proposals are analyzed in this chapter to detect how far they go in covering the development issues and trying to detect the strong and feeble points of every one, identifying the relevant aspects not yet covered in the fields dedicated to user interface development in this kind of system.
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Barlow, Michael. "The Game of Defense and Security." In Applications of Information Systems to Homeland Security and Defense, 138–66. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-640-2.ch006.

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This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.
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Marichal, G. Nicolás, and Evelio J. González. "Intelligent MAS in System Engineering and Robotics." In Machine Learning, 175–82. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-818-7.ch204.

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The concept of agent has been successfully used in a wide range of applications such as Robotics, e-commerce, agent-assisted user training, military transport or health-care. The origin of this concept can be located in 1977, when Carl Hewitt proposed the idea of an interactive object called actor. This actor was defined as a computational agent, which has a mail address and a behaviour (Hewitt, 1977). Actors receive messages from other actors and carry out their tasks in a concurrent way. It is difficult that a single agent could be sufficient to carry out a relatively complex task. The usual approach consists of a society of agents - called Multiagent Systems (MAS) -, which communicate and collaborate among them and they are coordinated when pursuing a goal. The purpose of this chapter is to analyze the aspects related to the application of MAS to System Engineering and Robotics, focusing on those approaches that combine MAS with other Artificial Intelligence (AI) techniques.
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Conference papers on the topic "Military aspects of Interactive computer systems"

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Vishtak, N. M., and D. A. Frolov. "Methodical and technological aspects of creation of interactive computer learning systems." In INFORMATION TECHNOLOGIES IN EDUCATION OF THE XXI CENTURY (ITE-XXI): Proceedings of the International Scientific-Practical Conference “Information Technologies in Education of the XXI Century”. Author(s), 2017. http://dx.doi.org/10.1063/1.4972463.

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Butterworth, R. J., and D. J. Cooke. "Using Temporal Logic in the Specification of Reactive and Interactive Systems." In Proceedings of the BCS-FACS Workshop on Formal Aspects of the Human Computer Interface. BCS Learning & Development, 1996. http://dx.doi.org/10.14236/ewic/fac1996.1.

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Mavroidis, C., C. Pfeiffer, J. Celestino, and Y. Bar-Cohen. "Design and Modeling of an Electro-Rheological Fluid Based Haptic Interface." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/mech-14121.

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Abstract In this project, Rutgers University has teamed with the Jet Propulsion Laboratory (JPL) to pursue the development and demonstration of a novel haptic interfacing capability called MEMICA (remote MEchanical MIrroring using Controlled stiffness and Actuators). MEMICA is intended to provide human operators intuitive and interactive feeling of the stiffness and forces at remote or virtual sites in support of space, medical, underwater, virtual reality, military and field robots performing dexterous manipulation operations. The key aspect of the MEMICA system is a miniature Electrically Controlled Stiffness (ECS) element that mirrors the stiffness at remote/virtual sites. The ECS elements make use of Electro-Rheological Fluid (ERF), which is an Electro-Active Polymer (EAP), to achieve this feeling of stiffness. Forces applied at the robot end-effector due to a compliant environment will be reflected to the user by this ERF device where a change in the system viscosity will occur proportionally to the force to be transmitted. This paper describes the analytical modeling and experiments that are currently underway to develop an ERF based force feedback element.
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Ortega-Gonza´lez, Vladimir, Samir Garbaya, and Fre´de´ric Merienne. "An Approach for Studying the Effect of High-Level Spatial Properties of 3D Audio in Interactive Systems." In ASME-AFM 2009 World Conference on Innovative Virtual Reality. ASMEDC, 2009. http://dx.doi.org/10.1115/winvr2009-756.

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In this paper we briefly describe an approach for understanding the psychoacoustic and perceptual effects of what we have identified as the high-level spatial properties of 3D audio. The necessity of this study is firstly presented within the context of interactive applications such as Virtual Reality and Human Computer Interfaces. As a result of the bibliographic research in the field we identified the main potential functions of 3D audio spatial stimulation in interactive applications beyond traditional sound spatialization. In the same sense, a classification of the high-level aspects involved in spatial audio stimulation is proposed and explained. Immediately, the case of study, the experimental methodology and the framework are described. Finally, we present the expected results as well as their usefulness within the context of a larger project.
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Kou, X. Y., and S. T. Tan. "An Interactive CAD Environment for Heterogeneous Object Design." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57671.

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Traditional computer aided design (CAD) systems assume that the solids under design are homogeneous in material compositions. Recent studies have shown that solids made of heterogeneous materials (multiple materials, functionally graded materials etc.) prevail in some aspects in terms of mechanical, thermal or electrical performances. Most of the traditional CAD systems fail to represent, maintain and visualize such heterogeneous components, and there have been no commercial heterogeneous CAD modelers in the market. This paper proposes a new interactive CAD environment for heterogeneous object design, in which the geometry, topology and material information of a CAD model can be simultaneously manipulated. The functionalities of a heterogeneous CAD modeler are identified first, and a framework for heterogeneous object design is proposed. The issues of data representation, data maintenance (edition and update) and 3D visualizations are discussed. An interactive software package based on this framework—CAD4D is presented and detail examples are illustrated.
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Kim, Cheol-Young, Namkug Kim, Yeongho Kim, Suk-Ho Kang, and Peter O’Grady. "Internet-Based Concurrent Engineering: An Interactive 3D System With Markup." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-5522.

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Abstract Although Concurrent Engineering can offer substantial benefits, and hence many companies take a strong interest in the collaborative approach, it is not yet clear how it can best be implemented, particularly for a geographically distributed Concurrent Engineering team that may be using a disparate range of computer systems. The recent rise in the number connected to the Internet would offer the possibility of using Internet standards to allow for collaboration over the Internet. Central to the use of Internet standards for Concurrent Engineering is the key area of transmitting and viewing CAD and engineering information, and of communication between team members. This paper is concerned with addressing this issue and describes the how 3D CAD files can be viewed, and engineering information exchanged, by geographically distributed team members in an interactive manner using Internet standards. In particular this paper is concerned with the issue of storing STEP data so that it can be retrieved efficiently, how this data can be converted from STEP data to the Virtual Reality Modeling Language (VRML) to allow the product to be viewed in interactive 3-D on a wide number of platforms using the Internet, and is concerned with the issue of how team members can markup the VRML worlds, with other team members being able to examine the markup comments of others. An algorithm for converting STEP data to VRML is described and an overview of the implementation of this approach, in a system called CyberView, is given. The result of this is that users from disparate functions, on a wide variety of platforms, can view products in interactive 3-D through the Internet, can comment on aspects of the design, and can examine the markup comments of other team members on particular aspects of the design. Such an approach offers the promise of improved communication and hence for enhancing the product development process.
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Chang, Yizhe, El-Sayed Aziz, Sven K. Esche, and Constantin Chassapis. "Overcoming the Limitations of Current Online Laboratory Systems Using Game-Based Virtual Environments." In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-63743.

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Current online laboratory systems based on either remotely operated hardware or pure software simulations are often criticized for lacking experimental setup experience and for being limited to the data collection and result analysis aspects of traditional hands-on laboratories. One possible solution for overcoming these shortcomings is to use a multi-player computer game engine for implementing interactive laboratory environments. Taking advantage of game technology, the students are enabled to simultaneously interact with laboratory equipment in the virtual laboratory and to communicate with each other through voice or chat. In particular, assembling the experimental equipment before using it in some experimental procedure can become part of the laboratory exercise. In this article, a virtual gear design laboratory environment for a junior-level undergraduate mechanical engineering course on mechanisms and machine dynamics is presented. This virtual laboratory environment implemented using a multiplayer computer game engine provides the students with the flexibility to perform various experiments related to the concepts of the fundamental law of gearing and to planetary motion of gears. In this environment, the students can work in teams to interactively select and cooperatively assemble gear train components piece by piece into a more complex experimental apparatus. This article describes the assembly logic that is used to combine individual components into experimental setups as part of the experimental procedure in student laboratories. Furthermore, the game environment can be equipped with functionality for monitoring the students’ progress and learning outcomes, thus enabling skill-based assessment.
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McCorkle, Douglas S., and Kenneth M. Bryden. "An Exploratory Framework for Combining CFD Analysis and Evolutionary Optimization Into a Single Integrated Computational Environment." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48866.

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Several recent reports and workshops have identified integrated computational engineering as an emerging technology with the potential to transform engineering design. The goal is to integrate geometric models, analyses, simulations, optimization and decision-making tools, and all other aspects of the engineering process into a shared, interactive computer-generated environment that facilitates multidisciplinary and collaborative engineering. While integrated computational engineering environments can be constructed from scratch with high-level programming languages, the complexity of these proposed environments makes this type of approach prohibitively slow and expensive. Rather, a high-level software framework is needed to provide the user with the capability to construct an application in an intuitive manner using existing models and engineering tools with minimal programming. In this paper, we present an exploratory open source software framework that can be used to integrate the geometric models, computational fluid dynamics (CFD), and optimization tools needed for shape optimization of complex systems. This framework is demonstrated using the multiphase flow analysis of a complete coal transport system for an 800 MW pulverized coal power station. The framework uses engineering objects and three-dimensional visualization to enable the user to interactively design and optimize the performance of the coal transport system.
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