
The PSI Handbook of Virtual Environments for Training and Education
Description
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This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.
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Persons
Joseph Cohn, PhD, is a Lieutenant Commander in the U.S. Navy, a full member of the Human Factors and Ergonomics Society, the American Psychological Association, and the Aerospace Medical Association. Selected as the Potomac Institute for Policy Studies' 2006 Lewis and Clark Fellow, Cohn has more than 60 publications in scientific journals, edited books and conference proceedings, and has given numerous invited lectures and presentations.
Denise Nicholson, PhD, is Director of Applied Cognition and Training in the Immersive Virtual Environments Laboratory at the University of Central Florida's Institute for Simulation and Training. She holds joint appointments in UCF's Modeling and Simulation Graduate Program, Industrial Engineering and Management Dylantment, and the College of Optics and Photonics. In recognition of her contributions to the field of Virtual Environments, Nicholson received the Innovation Award in Science and Technology from the Naval Air Warfare Center, and has served as an appointed member of the international NATO Panel on Advances of Virtual Environments for Human Systems Interaction. She joined UCF in 2005, with more than 18 years of government experience ranging from bench level research at the Air Force Research Lab to leadership as Deputy Director for Science and Technology at NAVAIR Training Systems Division.
Content
- Intro
- Volume 1
- Contents
- Series Foreword
- Preface
- Acknowledgments
- SECTION 1: LEARNING: Section Perspective
- Part I: Biological Band
- Chapter 1: The Neurophysiology of Learning and Memory: Implications for Training
- Part II: Cognitive/Rational Band
- Chapter 2: The Role of Individual Differences in Virtual Environment Based Training
- Chapter 3: Cognitive Transformation Theory: Contrasting Cognitive and Behavioral Learning
- Part III: Social Band
- Chapter 4: Creating Expertise with Technology Based Training
- Chapter 5: Cybernetics: Redefining Individualized Training
- Part IV: Spanning the Bands
- Chapter 6: A Theoretical Framework for Developing Systematic Instructional Guidance for Virtual Environment Training
- SECTION 2: REQUIREMENTS ANALYSIS Section Perspective
- Part V: Methods
- Chapter 7: Applied Methods for Requirements Engineering
- Chapter 8: Creating Tactical Expertise: Guidance for Scenario
- Part VI: Requirements Analysis
- Chapter 9: Training Systems Requirements Analysis
- Chapter 10: Building Virtual Environment Training Systems for Success
- Chapter 11: Learning to Become a Creative Systems Analyst
- SECTION 3: PERFORMANCE ASSESSMENT Section Perspective
- Part VII: Purpose of Measurement
- Chapter 12: Measurement and Assessment for Training in Virtual Environments
- Chapter 13: Training Advanced Skills in Simulation Based Training
- Chapter 14: Examining Measures of Team Cognition in Virtual Teams
- Chapter 15: Virtual Environment Performance Assessment: Organizational Level Considerations
- Part VIII: Methods in Performance Assessment
- Chapter 16: Assessment Models and Tools for Virtual Environment Training
- Chapter 17: Automated Performance Assessment of Teams in Virtual Environments
- Chapter 18: A Primer on Verbal Protocol Analysis
- Part IX: Capturing Expertise in Complex Environments
- Chapter 19: Development of Simulated Team Environments for Measuring Team Cognition and Performance
- Chapter 20: Affective Measurement of Performance
- Chapter 21: Providing Timely Assistance: Temporal Measurement Guidelines for the Study of Virtual Teams
- Acronyms
- Index
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- About the Editors and Contributors
- Volume 2
- Contents
- Series Foreword
- Preface
- Acknowledgments
- SECTION 1: VIRTUAL ENVIRONMENT COMPONENT TECHNOLOGIES: Section Perspective
- Appendix A: Modeling and Rendering
- Appendix B: Speech and Language Systems: Recognition, Understanding, and Synthesis
- Part I: Subsystem Components
- Chapter 1: Tracking for Training in Virtual Environments: Estimating the Pose of People and Devices for Simulation and Assessment
- Chapter 2: Visual Displays: Head-Mounted Displays
- Chapter 3: Projector Based Displays
- Chapter 4: Audio
- Chapter 5: Multimodal Display Systems: Haptic, Olfactory, Gustatory, and Vestibular
- Chapter 6: Mixed and Augmented Reality for Training
- Part II: Topics for Component Integration
- Chapter 7: Designing User Interfaces for Training Dismounted Infantry
- Chapter 8: Rendering and Computing Requirements
- Chapter 9: Behavior Generation in Semi-Automated Forces
- Chapter 10: Games and Gaming Technology for Training
- Chapter 11: Virtual Environment Sickness and Implications for Training
- Chapter 12: Evaluating Virtual Environment Component Technologies
- SECTION 2: TRAINING SUPPORT TECHNOLOGIES: Section Perspective
- Chapter 13: Guidelines for Using Simulations to Train Higher Level Cognitive and Teamwork Skills
- Part III: Training Management
- Chapter 14: After Action Review in Simulation Based Training
- Chapter 15: Interfacing Interactive 3-D Simulations with Learning Systems
- Chapter 16: Enhancing Situation Awareness Training in Virtual Reality through Measurement and Feedback
- Chapter 17: Assessing Cognitive Workload in Virtual Environments
- Part IV: Training Paradigms
- Chapter 18: Knowledge Elicitation: The FLEX Approach
- Chapter 19: Story Based Learning Environments
- Chapter 20: Intelligent Tutoring and Pedagogical Experience Manipulation in Virtual Learning Environments
- Chapter 21: Enhancing Virtual Environments to Support Training
- Acronyms
- Index
- A
- B
- C
- D
- E
- F
- G
- H
- I
- J
- K
- L
- M
- N
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- P
- Q
- R
- S
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- U
- V
- W
- X
- Y
- Z
- About the Editors and Contributors
- Volume 3
- Contents
- Series Foreword
- Preface
- Acknowledgments
- SECTION 1: INTEGRATED TRAINING SYSTEMS: Section Perspective
- Part I: Systems Engineering and Human-Systems Integration
- Chapter 1: Systems Engineering Approach for Research to Improve Technology Transition
- Chapter 2: Human-Systems Integration for Naval Training Systems
- Chapter 3: Virtual Environments and Unmanned Systems: Human-Systems Integration Issues
- Part II: Defense Training Examples
- Chapter 4: U.S. Marine Corps Deployable Virtual Training Environment
- Chapter 5: Infantry and Marksmanship Training Systems
- Chapter 6: Fielded Navy Virtual Environment Training Systems
- Chapter 7: Virtual Technologies for Training: Interactive Multisensor Analysis Training
- Chapter 8: A Virtual Environment Application: Distributed Mission Operations
- Chapter 9: Virtual Environments in Army Combat Systems
- Chapter 10: DAGGERS: A Dismounted Soldier Embedded Training and Mission Rehearsal System
- Chapter 11: Medical Simulation Training Systems
- Chapter 12: Aviation Training Using Physiological and Cognitive Instrumentation
- Chapter 13: Virtual Environment Lessons Learned
- Part III: Game Based Training
- Chapter 14: So You Want to Use a Game: Practical Considerations in Implementing a Game Based Trainer
- Chapter 15: Massively Multiplayer Online Games for Military Training: A Case Study
- Part IV: International Training Examples
- Chapter 16: A Survey of International Virtual Environment Research and Development Contributions to Training
- SECTION 2: TRAINING EFFECTIVENESS AND EVALUATION: Section Perspective
- Part V: Factors for Training Effectiveness and Evaluation
- Chapter 17: Training Effectiveness Evaluation: From Theory to Practice
- Chapter 18: Transfer Utility-Quantifying Utility
- Chapter 19: Instrumenting for Measuring
- Part VI: Relevance of Fidelity in Training Effectiveness and Evaluation
- Chapter 20: Identical Elements Theory: Extensions and Implications for Training and Transfer
- Chapter 21: Assessment and Prediction of Effectiveness of Virtual Environments: Lessons Learned from Small Arms Simulation
- Chapter 22: Simulation Training Using Fused Reality
- Chapter 23: Dismounted Combatant Simulation Training Systems
- Part VII: Training Effectiveness and Evaluation Applications
- Chapter 24: Conducting Training Transfer Studies in Complex Operational Environments
- Chapter 25: The Application and Evaluation of Mixed Reality Simulation
- Chapter 26: Trends and Perspectives in Augmented Reality
- Chapter 27: Virtual Environment Helicopter Training
- Chapter 28: Training Effectiveness Experimentation with the USMC Deployable Virtual Training Environment-Combined Arms Network
- Chapter 29: Assessing Collective Training
- SECTION 3: FUTURE DIRECTIONS: Section Perspective
- Part VIII: Future Visions
- Chapter 30: In the Uncanny Valley
- Chapter 31: Trends in Modeling, Simulation, Gaming, and Everything Else
- Chapter 32: Technological Prospects for a Personal Virtual Environment
- Part IX: Military and Industry Perspectives
- Chapter 33: The Future of Navy Training
- Chapter 34: The Future of Marine Corps Training
- Chapter 35: The Future of Virtual Environment Training in the Army
- Chapter 36: Future Air Force Training
- Chapter 37: Factors Driving Three-Dimensional Virtual Medical Education
- Chapter 38: Virtual Training for Industrial Applications
- Chapter 39: Corporate Training in Virtual Environments
- Part X: Next Generation Concepts and Technologies
- Chapter 40: Virtual Environment Displays
- Chapter 41: Mindscape Retuning and Brain Reorganization with Hybrid Universes: The Future of Virtual Rehabilitation
- Chapter 42: Personal Learning Associates and the New Learning Environment
- Chapter 43: The Future of Museum Experiences
- Acronyms
- Index
- A
- B
- C
- D
- E
- F
- G
- H
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- K
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- V
- W
- X
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- About the Editors and Contributors
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