Mild Traumatic Brain Injury Executive Function Rehabilitation Through Serious Gamification

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Description
The purpose of the present study is to explore a potential rehabilitation alternative/additive, when time, insurance, finances, or lack of knowledge are limitations for mild traumatic brain injury (mTBI) executive function (EF) rehabilitation. The experimental intervention involved two sets of

The purpose of the present study is to explore a potential rehabilitation alternative/additive, when time, insurance, finances, or lack of knowledge are limitations for mild traumatic brain injury (mTBI) executive function (EF) rehabilitation. The experimental intervention involved two sets of participants an experimental group and a control group. Participants within the experimental and control groups partook in initial (week 1) and final (week 6) EF and TBI assessments. The experimental group additionally participated in four weeks (weeks 2 - 5) of an experimental intervention in beta stage of a web-based application. The aim of the intervention was to train EF skills planning, organization, and cognitive flexibility through serious gamification. At the conclusion of the study, it was observed that participants within the experimental group achieved higher scores on the experimental executive function assessment when compared to the control group. The difference in scores can be attributed to the weekly participation in executive function training.
Date Created
2023
Agent

Relating Individual Vocal Pitch to Team Performance in A Dynamic Simulated Urban Search and Rescue Task

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Description
Urban search and rescue (USAR) teams may use Artificial Social Intelligence (ASI) agents to aid teams in adapting to dynamic environments, minimize risk, and increase mission assurance and task performance. This thesis underlines the relationship between vocal pitch, stress, and

Urban search and rescue (USAR) teams may use Artificial Social Intelligence (ASI) agents to aid teams in adapting to dynamic environments, minimize risk, and increase mission assurance and task performance. This thesis underlines the relationship between vocal pitch, stress, and team performance from a recent experiment conducted in a simulated USAR synthetic task environment (STE). The simulated USAR-STE is a platform to use ASI as an advisor to intervene in the human team members’ cognitive processes, which aims to reduce risk to task execution and to maintain team performance. Three heterogeneous and interdependent roles interact via voice communication to search and rescue the victims: (1) medic -rescues victims and identifies the severity of injuries; (2) transporter -moves victims to their designated zone based on injury severity; (3) engineer -removes hazardous material such as rubble from a room or hallway that is blocking passage. Different speeds are associated with each role, such as medic, transporter, and engineer. Medic has a default speed; the transporter has times two over the default speed; the engineer has the slowest speed. In a total of 45 teams, three ASI conditions, manipulated based on ASI intervention communication length and frequency, were analyzed. Each team participated in two 15-min missions. The results indicate a U-shaped relationship between the transporter’s pitch and a change in team performance. A possible explanation for this significance is the task and role design. The transporter may have the most central role in voice communication because when the transporter is under varying levels of workload and stress, and thus voice pitch has a complex relationship with performance for that role.
Date Created
2023
Agent

Decision-Making Biases in Cybersecurity: Measuring the Impact of the Sunk Cost Fallacy to Delay Attacker Behavior

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Description
Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive

Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through cyber deception shows great promise by providing an opportunity to delay and disrupt an attacker once network perimeter security has already been breached. Traditional Human Factors research and methods are designed to mitigate human limitations (e.g., mental, physical) to improve performance. These methods can also be used combatively to upend performance. Oppositional Human Factors (OHF), seek to strategically capitalize on cognitive limitations by eliciting decision-making errors and poor usability. Deceptive tactics to elicit decision-making biases might infiltrate attacker processes with uncertainty and make the overall attack economics unfavorable and cause an adversary to make mistakes and waste resources. Two online experimental platforms were developed to test the Sunk Cost Fallacy in an interactive, gamified, and abstracted version of cyber attacker activities. This work presents the results of the Cypher platform. Offering a novel approach to understand decision-making and the Sunk Cost Fallacy influenced by factors of uncertainty, project completion and difficulty on progress decisions. Results demonstrate these methods are effective in delaying attacker forward progress, while further research is needed to fully understand the context in which decision-making limitations do and do not occur. The second platform, Attack Surface, is described. Limitations and lessons learned are presented for future work.
Date Created
2022
Agent

How Confidence Information Influences Trust and Reliance in Human-Robot Teams

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Description
Human-robot teams (HRTs) have seen more frequent use over the past few years,specifically, in the context of Search and Rescue (SAR) environments. Trust is an important factor in the success of HRTs. Both trust and reliance must be appropriately calibrated

Human-robot teams (HRTs) have seen more frequent use over the past few years,specifically, in the context of Search and Rescue (SAR) environments. Trust is an important factor in the success of HRTs. Both trust and reliance must be appropriately calibrated for the human operator to work faultlessly with a robot teammate. In highly complex and time restrictive environments, such as a search and rescue mission following a disaster, uncertainty information may be given by the robot in the form of confidence to help properly calibrate trust and reliance. This study seeks to examine the impact that confidence information may have on trust and how it may help calibrate reliance in complex HRTs. Trust and reliance data were gathered using a simulated SAR task environment for participants who then received confidence information from the robot for one of two missions. Results from this study indicated that trust was higher when participants received confidence information from the robot, however, no clear relationship between confidence and reliance were found. The findings from this study can be used to further improve human-robot teaming in search and rescue tasks.
Date Created
2022
Agent

The Effect of Leaderboards and Expectations on Deeper Level Cognitive Engagement

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Description
A core component of leadership is being able to motivate and influence people to perform at the highest levels they are capable of. Being able to perform well in most industries requires people to put effort into their work, bypass

A core component of leadership is being able to motivate and influence people to perform at the highest levels they are capable of. Being able to perform well in most industries requires people to put effort into their work, bypass surface level impulses, and engage deeper levels of cognitive processes when making decisions. This study looked at two treatments, an expectation and a social incentive, and its effects on cognitive reflection test (CRT) scores and time taken to complete this test. Although it appeared that receiving a leaderboard and expectation treatment improved cognitive reflection test score, these results were not statistically significant. It appeared that a leaderboard and expectation treatment increased time put into taking the test after removing certain data, but these results were also not statistically significant. After some transformation of the data, there may be an effect that leaderboards have on deeper level cognitive engagement if time and effort put into the test is controlled for properly, but this will have to be observed further in future studies.
Date Created
2022
Agent

Weight for it: Measures that Capture More of a Lift Contribute to Heaviness Perception

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Description
In order to perceive the heaviness of an object, one must wield it. This requires muscle activity and its resulting movements. Research has shown that muscle activity and movement combine for this perception in a manner inspired by

In order to perceive the heaviness of an object, one must wield it. This requires muscle activity and its resulting movements. Research has shown that muscle activity and movement combine for this perception in a manner inspired by Newton’s 2nd Law of Motion. Research in this area has relied on specific movement and muscle activity measures that often capture one moment of a lift. The current set of experiments set out to determine which measures best capture the underlying phenomena that lead to heaviness perception during a lift. In the first experiment, participants lifted stimuli with an elbow flexion lift while their muscle activity and movement were recorded. Participants reported their perceived heaviness of the stimuli as soon as they reached it, which resulted in an average decision angle of around 30-degrees. In the second and third experiments, participants the same stimuli with the same elbow flexion lift in four perturbation conditions – they experienced perturbations at 15-degrees of the lift, 30-degrees, 45-degrees, and with no perturbation. In the second experiment, participants experienced a physical perturbation and a cognitive perturbation in the third experiment. Across Experiments 2 and 3, the pattern of results suggested that the more time participants have in a lift, the more proportion correct, muscle activity, and movement measures appears like they do in the no perturbation condition. Additionally, a logistic least absolute shrinkage and selection operator (LASSO) regression was used to determine which measures best predicted perception. Results show that the integrated electromyogram of the biceps brachii that occurs after peak acceleration (iEMG BB after pACC) and Average Acceleration, which are both measures that capture more than one point of a lift, predicted heaviness perception. A new model of heaviness perception was then developed, using these new measures. Comparing this New Model to an Original Model from Waddell et al., 2016 resulted in better prediction from the New Model – suggesting that measure that capture more of a lift better predict heaviness perception, meaning that an entire ongoing action event is important for perception.
Date Created
2021
Agent

The Perception of Speed Altered by Visual Priming: Application: Design Pattern and Color

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Description
In an ever-faster world, products that are designed for enhancing the speed of a certain task can and are being designed in rapid iterations by means of adding or modifying features that impact the energetics, kinematics and kinetics of a

In an ever-faster world, products that are designed for enhancing the speed of a certain task can and are being designed in rapid iterations by means of adding or modifying features that impact the energetics, kinematics and kinetics of a given product. Given the ubiquity of said changes and the need to market these products in a very crowded marketplace, it is imperative for the products to communicate the ‘speed’ of the additional features. Thus, it has been hypothesized that adding a few simple changes to the visual representation of a product or the context in which it is being presented could enhance the perception of the product dynamics at a cognitive or emotional level. The present work is aimed at determining the impact of visual elements such as shapes, colors, and textures on the perception of speed. Three hundred and twenty subjects participated in a discrimination task and a reaction task to measure the impact of various patterns, textures, and colors on the perception of speed. Throughout both tasks, the subjects were exposed to a number of various visual patterns or colors presented as a static background or recognizable object for a set amount of time. Based on the subjects’ performance we have identified and quantified the impact of specific visual design patterns and colors on the perception of speed. Primary results indicate promising evidence that certain fundamental visual elements of shape, color, and texture when presented as a static background or object design could induce subtle changes in visual perception that can alter the overall movement dynamics perception.
Date Created
2021
Agent

Executive Function (Anticipation) Differences Between Soccer Players With and Without a History of Traumatic Brain Injury

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Description
The present study sought to understand traumatic brain injuries (TBI) impact on executive function (EF) in terms of anticipation amongst individuals with a background in soccer; along with other contributing factors of EF curtailments that inhibit athletes. Within this study

The present study sought to understand traumatic brain injuries (TBI) impact on executive function (EF) in terms of anticipation amongst individuals with a background in soccer; along with other contributing factors of EF curtailments that inhibit athletes. Within this study 57 participants, with a background in soccer (high school, collegiate, and semi-professional), completed five EF tasks: working memory, cognitive flexibility, attentional control, and anticipation; pattern detection and athletic cues (temporal occlusion). The results of this study concluded that when TBI history, gender, and soccer athletic level are factors, athletes with a soccer level of collegiate and semi-professional had decrements related to pattern detection anticipation; meaning athletes at higher levels had lower average scores on the Brixton Spatial Anticipation Test (BSAT). Additionally, female athletes showed more anticipation decrements related to athletic cues, especially those that are reliant on the initiation of judgment. Overall undiagnosed TBIs and limited understanding on how to approach rehabilitation to mitigate EF decrements, continue to impede individual autonomy amongst athletes. Keywords: Traumatic brain injury, executive function, anticipation, soccer, temporal occlusion, Brixton Spatial Anticipation Test (BSAT), collegiate, semi-professional, pattern detection, rehabilitation
Date Created
2021
Agent

Validating the STOM Model Using MATB II and Eye-tracking

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Description
The choices of an operator under heavy cognitive load are potentially critical to overall safety and performance. Such conditions are common when technological failures arise, and the operator is forced into multi-task situations. Task switching choice was examined in an

The choices of an operator under heavy cognitive load are potentially critical to overall safety and performance. Such conditions are common when technological failures arise, and the operator is forced into multi-task situations. Task switching choice was examined in an effort to both validate previous work concerning a model of task overload management and address unresolved matters related to visual sampling. Using the Multi-Attribute Task Battery and eye tracking, the experiment studied any influence of task priority and difficulty. Continuous visual attention measurements captured attentional switches that do not manifest into behaviors but may provide insight into task switching choice. Difficulty was found to have an influence on task switching behavior; however, priority was not. Instead, priority may affect time spent on a task rather than strictly choice. Eye measures revealed some moderate connections between time spent dwelling on a task and subjective interest. The implication of this, as well as eye tracking used to validate a model of task overload management as a whole, is discussed.
Date Created
2020
Agent

I Can’t Stand Thinking Anymore: An Analysis of Directed Attention on Posture

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Description
Maintaining upright balance and postural control is a task that most individuals perform everyday with ease and without much thought. Although it may be a relatively easy task to perform, research has shown that changes in cognitive (or “attentional”)

Maintaining upright balance and postural control is a task that most individuals perform everyday with ease and without much thought. Although it may be a relatively easy task to perform, research has shown that changes in cognitive (or “attentional”) processes are reflected in the movements of sway. The purpose of this dissertation is to understand the relationship between attention and posture when attention is directly or indirectly shifted away from posture. Using a dual-task paradigm, attention was shifted directly by instructing participants to prioritize the balance task (minimize sway in a unipedal stance) or prioritize the cognitive task (minimize errors in an auditory n-back task) and indirectly by changing the difficulty level of the cognitive task (0-back vs. 2-back task). Postural sway was assessed using sample entropy (SampEn), standard deviation, (SD) and sway path (SP) of trunk movements to measure the regularity, variability, and overall distance of sway travelled, respectively. Dual-task behavior was examined when participants were in a controlled (i.e., non-fatigued) state (Experiment 1), in a state of physical fatigue (Experiment 2), and in a state of mental fatigue (Experiment 3). Across all three experiments, indirectly shifting attention away from posture in the more difficult 2-back task induced less regularity (higher SampEn) and variability (smaller SD) in postural sway. Directly shifting attention away from posture, by prioritizing the cognitive task, induced less regularity (higher SampEn) and a longer path length (higher SP) in Experiment 1, however this effect was not significant for the fatigued participants in Experiments 2 and 3. Neither physical fatigue (Experiment 2) or mental fatigue (Experiment 3) negatively affected postural sway or cognitive performance. Overall, the findings from this dissertation contribute to the relationship between movement regularity and attention in posture, and that the postural behavior that emerges is sensitive to methods in which attention is manipulated (direct, indirect) and fatigue (physical, mental).
Date Created
2019
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