• Title/Summary/Keyword: SAGAT

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A Predictive Model of Situation Awareness with ACT-R

  • Kim, Junghwan;Myung, Rohae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.4
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    • pp.225-235
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    • 2016
  • Objective: The aim of this study is to model all levels of situation awareness (SA), which would be able to predict situation awareness quantitatively. Background: When measuring situation awareness, directly measuring SA methods such as SAGAT and SART have been utilized. Several approaches (cognitive modeling approaches) were introduced to model SA but level 3 SA was not completed. For real-life situation, however, it is necessary to detect the problematic level of SA rather than overall SA. Therefore, we proposed a new model of all levels of SA in this study. Method: In order to model all levels of SA, this study chose factors in ACT-R architecture through literature review. ATC (Air Traffic Control)-related simulation task was video-taped to analyze human behaviors in order to model all levels of SA including level 3. Results: As a result, regression analyses show that cognitive activities (neural activations) represented for all levels of SA were highly correlated with SAGAT. Conclusion: In conclusion, neural activations in ACT-R could be proved to be effective to model all levels of SA. Application: Our SA model could be used to predict all levels of SA quantitatively without directly measuring the SA of operators.

A Study of Effects of Situation Awareness, Performance and Presence on Handheld Games Console (휴대용 게임기에서 상황인식, 수행도, 현실감의 효과에 관한 연구)

  • Jung, Doo-Ho;Myung, Ro-Hae
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.115-119
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    • 2008
  • 본 연구는 휴대용 게임기에서 가상현실(Virtual Reality)을 구현한 비행기 시뮬레이션 게임을 대상으로 상황인식(Situation Awareness), 수행도(Performance), 현실감(Presence)을 측정하여 세 측정 지표의 상관관계를 분석하였다. 상황인식 측정은 SAGAT (Situation Awareness Global Assessment Technique)을 이용하였고, 수행도는 분당 격추 시킨 적기 수를 기준으로 측정하였다. 현실감은 Presence Questionnaire (Version 3.0) 기법을 통해 측정하였다. 실험 결과 상황인식 2 단계와 3 단계의 능력이 좋을수록 현실감이 증가하는 경향을 보여 상황인식 능력과 현실감에 밀접한 연관이 있다는 기존 연구와 동일한 결과가 휴대용 게임기에서도 일어남을 밝혀냈다. 또한 상황인식 2 단계와 3 단계의 능력이 증가할수록 수행도도 같이 증가하는 경향이 있어 좋은 상황인식 능력이 높은 수행도를 가질 확률을 증가시킨다는 기존의 연구 결과를 뒷받침할 수 있었다. 현실감과 수행도의 관계는 본 실험 결과에서 서로 연관이 있는지 결정하기 어려웠다.

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A Study of Relationships among Situation Awareness, Presence, and Performance on a Handheld Game Console (휴대용 게임기에서 수행도에 영향을 미치는 상황인식과 현실감의 상관관계 연구)

  • Jung, Doo-Ho;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.2
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    • pp.39-47
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    • 2008
  • This research was conducted to explore relationships among situation awareness, presence, and performance on a handheld game console. Situation Awareness was measured by SAGAT (Situation Awareness Global Assessment Technique) while presence was measured by PQ (Presence Questionnaire) version 3.0. The performance was measured by the number of aircraft shot down during the flight simulator game. The results show that both situation awareness and presence were positively significantly correlated with performance. In order to investigate the effect of performance level, subjects were divided into two significantly different groups: low and high performance groups. In the low performance group, both situation awareness and presence showed a significantly positive correlation with performance. The correlation between presence and situation awareness also showed a positively significant correlation. However, in the high performance group, there were no significant correlations among them. In conclusion, different performance levels could be said to be an important factor in the study of situation awareness and presence. Furthermore, this study also proved that the domain of research on situation awareness and presence was extended to small displays such as the handheld game console.