Predicting Graceful Extensibility of Human-Machine Systems: A New Analysis Method for Evaluating Extensibility Plots to Anticipate Distributed System Performance

Author(s):  
Dane A. Morey ◽  
Jesse M. Marquisee ◽  
Ryan C. Gifford ◽  
Morgan C. Fitzgerald ◽  
Michael F. Rayo

With all of the research and investment dedicated to artificial intelligence and other automation technologies, there is a paucity of evaluation methods for how these technologies integrate into effective joint human-machine teams. Current evaluation methods, which largely were designed to measure performance of discrete representative tasks, provide little information about how the system will perform when operating outside the bounds of the evaluation. We are exploring a method of generating Extensibility Plots, which predicts the ability of the human-machine system to respond to classes of challenges at intensities both within and outside of what was tested. In this paper we test and explore the method, using performance data collected from a healthcare setting in which a machine and nurse jointly detect signs of patient decompensation. We explore the validity and usefulness of these curves to predict the graceful extensibility of the system.

1983 ◽  
Vol 27 (12) ◽  
pp. 1006-1006
Author(s):  
R. A. Miller

Both man-in-the-loop and computer simulations have become relatively mature technologies and are used quite extensively in human-machine systems analysis and design. As simulation becomes more mature and its application more routinized, the fundamental assumptions, both substantive and methodological, upon which simulations rest are sometimes neglected or forgotten. As a consequence some applications of simulation may be less than optimum and there may be some uncertainty surrounding the role which simulation can and should play in the human-machine systems domain. In this paper several types of simulations are classified according to the characteristics of the modelling performed and the representations used. These classes are briefly analyzed to establish some of the ontological and epistemological assumptions required in each class. The assumptions are then compared against the reasons and objectives usually cited for using simulation in human-machine systems work. This comparison provides useful insights into the role of simulation and enables some suggestions for needed work on modelling and theories of human-machine system performance.


2018 ◽  
Vol 61 (6) ◽  
pp. 485-489 ◽  
Author(s):  
S. M. Kulakov ◽  
A. I. Musatova ◽  
V. N. Kadykov

A design method of multifunctional digital prototypes of drawing mills performance as an active man-machine system is developed.  The structure of models is determined, including machine drawing time and time of manual operations, equipment coefficients and labor  operations, theoretical, feasible and normative cycles and performance  of man-machine systems. Fragments of tabular implementation of the  proposed integrated normative model of the man-machine system are  given.


Author(s):  
Helmut Strasser

AbstractMutual adaptation and inter-changeability of system elements are very important prerequisites for machines, technical devices and products. Similar to that technical compatibility which can be achieved by standards and regulations, optimum design of human-oriented workplaces or a man-machine system cannot be attained without, e.g., a compatible arrangement of connected displays and controls. Over and above those stimulus/response relations, all technical elements and interfaces have to be designed in such a way that they do not exceed human capacity in order to optimize human well-being and overall system performance. Compatibility between the properties of the human organism on the one hand, and the adaptable technical components of a work system on the other hand, offers a great potential of preventive measures. Examples of ergonomically designed working tools show that compatibility is capable of reducing the prevalence of occupational diseases and repetitive strain injuries as well as leading to lower physiological cost in such a way that the same output results from a lower demand of human resources or even a higher performance will be attained. Compatibility also supports the quick perception and transmission of information in a man-machine system, and as a result of lower requirements for decoding during information processing, spare mental capacity may enhance occupational safety. In the field of software, compatibility also helps to avoid psychological frustration. All in all, the center core competency, which reflects the major significant function of the ergonomist in work design, consists in determining the compatibility of human capacity and planned or existing demands of work. In order to provide efficient working tools and working conditions as well as to be successful in occupational health and safety, ergonomics and industrial engineering in the future are expected to pay more attention to the rules of compatibility. Applied in an appropriate way, these rules may convince people that ergonomics can be a powerful means for reducing prevalence of occupational diseases and complaints, and has a positive effect on overall system performance. Besides presenting examples of work design according to the principle of compatibility, also methods will be shown which enable the assessment of the ergonomic quality of hand-held tools and computer input devices.


Author(s):  
Sam Hepenstal ◽  
Leishi Zhang ◽  
Neesha Kodogoda ◽  
B.L. William Wong

Criminal investigations are guided by repetitive and time-consuming information retrieval tasks, often with high risk and high consequence. If Artificial intelligence (AI) systems can automate lines of inquiry, it could reduce the burden on analysts and allow them to focus their efforts on analysis. However, there is a critical need for algorithmic transparency to address ethical concerns. In this paper, we use data gathered from Cognitive Task Analysis (CTA) interviews of criminal intelligence analysts and perform a novel analysis method to elicit question networks. We show how these networks form an event tree, where events are consolidated by capturing analyst intentions. The event tree is simplified with a Dynamic Chain Event Graph (DCEG) that provides a foundation for transparent autonomous investigations.


2021 ◽  
Vol 54 (5) ◽  
pp. 1-38
Author(s):  
Arwa I. Alhussain ◽  
Aqil M. Azmi

Computational generation of stories is a subfield of computational creativity where artificial intelligence and psychology intersect to teach computers how to mimic humans’ creativity. It helps generate many stories with minimum effort and customize the stories for the users’ education and entertainment needs. Although the automatic generation of stories started to receive attention many decades ago, advances in this field to date are less than expected and suffer from many limitations. This survey presents an extensive study of research in the area of non-interactive textual story generation, as well as covering resources, corpora, and evaluation methods that have been used in those studies. It also shed light on factors of story interestingness.


Sensors ◽  
2021 ◽  
Vol 21 (8) ◽  
pp. 2813
Author(s):  
Muslikhin Muslikhin ◽  
Jenq-Ruey Horng ◽  
Szu-Yueh Yang ◽  
Ming-Shyan Wang ◽  
Baiti-Ahmad Awaluddin

In this study, an Artificial Intelligence of Things (AIoT)-based automated picking system was proposed for the development of an online shop and the services for automated shipping systems. Speed and convenience are two key points in Industry 4.0 and Society 5.0. In the context of online shopping, speed and convenience can be provided by integrating e-commerce platforms with AIoT systems and robots that are following consumers’ needs. Therefore, this proposed system diverts consumers who are moved by AIoT, while robotic manipulators replace human tasks to pick. To prove this idea, we implemented a modified YOLO (You Only Look Once) algorithm as a detection and localization tool for items purchased by consumers. At the same time, the modified YOLOv2 with data-driven mode was used for the process of taking goods from unstructured shop shelves. Our system performance is proven by experiments to meet the expectations in evaluating efficiency, speed, and convenience of the system in Society 5.0’s context.


2021 ◽  
Vol 7 (5) ◽  
pp. 4101-4110
Author(s):  
Song Nan ◽  
Zhang Xiaodong ◽  
Peng Changrong

Environmental art mainly uses the collocation of color and spatial structure for landscape layout. Different environmental styles have different artistic characteristics. In order to better design the environmental space, this paper puts forward the intelligent analysis method of artistic environmental construction style based on artificial intelligence technology. By analyzing the environment into characteristics and the environmental style into process, the direction of environmental art design is innovated while the environmental design is carried out reasonably.


Author(s):  
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.


Author(s):  
Kimberly Stowers ◽  
Shirley Sonesh ◽  
Chelsea Iwig ◽  
Eduardo Salas

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