scholarly journals Mining tacit knowledge of pilots in flight missions based on visual cognitive graph

Author(s):  
Dian Jin

<div>As a highly dynamic operating process, flight activity requires a lot of attention from pilots. Thus, it’s quite imperative to give research to their visual attention. Traditional research methods mostly based on qualitative analysis, or hypothetical model, and seldom put context information into their model. However, the underlying knowledge (tacit knowledge) hidden in the different performances of pilot’s attention allocation is context related, and is hard to express by experts, thus it is difficult to use those traditional methods to construct an interaction system. In this paper, we mined attention pattern with scene context to achieve the quantitative analysis of tacit knowledge of pilots during flight tasks, and use the method of data mining as well as attribute graph model to construct visual cognitive graph(s). The attribute graph model was adopted to construct visual cognitive graphs which associate the obtained visual information within the flight context. Based on the model, the attention pattern with scene context was mined to achieve the quantitative analysis of tacit knowledge of pilots during flight tasks. Besides, three physical quantities derived from graph theory was introduced to describe the tacit knowledge, which can be used directly to construct an interaction system: first, key information, which shown as central node in the graph we built, reveals the most important information during flight mission within context; second, relevant information, which contains several nodes that was closely connected and strongly impact the central node, reveals the factors affecting the key information; third, bridge information based on betweenness centrality, which can be regard as the important information bridge(s), reveals the process of decision making. Our work can be directly used to train novice pilots, to guide the interface design, and to construct the adaptive interaction system.</div>

2021 ◽  
Author(s):  
Dian Jin

<div>As a highly dynamic operating process, flight activity requires a lot of attention from pilots. Thus, it’s quite imperative to give research to their visual attention. Traditional research methods mostly based on qualitative analysis, or hypothetical model, and seldom put context information into their model. However, the underlying knowledge (tacit knowledge) hidden in the different performances of pilot’s attention allocation is context related, and is hard to express by experts, thus it is difficult to use those traditional methods to construct an interaction system. In this paper, we mined attention pattern with scene context to achieve the quantitative analysis of tacit knowledge of pilots during flight tasks, and use the method of data mining as well as attribute graph model to construct visual cognitive graph(s). The attribute graph model was adopted to construct visual cognitive graphs which associate the obtained visual information within the flight context. Based on the model, the attention pattern with scene context was mined to achieve the quantitative analysis of tacit knowledge of pilots during flight tasks. Besides, three physical quantities derived from graph theory was introduced to describe the tacit knowledge, which can be used directly to construct an interaction system: first, key information, which shown as central node in the graph we built, reveals the most important information during flight mission within context; second, relevant information, which contains several nodes that was closely connected and strongly impact the central node, reveals the factors affecting the key information; third, bridge information based on betweenness centrality, which can be regard as the important information bridge(s), reveals the process of decision making. Our work can be directly used to train novice pilots, to guide the interface design, and to construct the adaptive interaction system.</div>


SAGE Open ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 215824402199836
Author(s):  
Tarek Ismail Mohamed

This article focuses on applying the ethics of the product features during the students’ design education. Good/Bad design term is a conventional approach to discuss the ethical/unethical design values of the products. It is noted that different aspects of the product design such as visual information design, interface design, and appearance design have a vital role in judging the levels of ethics in the product. So the students of product design everywhere need to practice the term ethical/unethical design during their study because designers influence society more than they could imagine. This influence can be done by creating an attractive organized appearance and perfect functions that support the ethical brand’s image to the customers. The interviews and discussions were held as a research method with the students of product design in some institutions in addition to some design experts and customers to find out their opinions about the design values that achieve the ethical dimensions in the product design. They can end up with products that carry ethical values in their design. The final article’s results are in the descending order of the different design values according to their importance in emphasizing the ethical aspects of the products, in addition to a checklist including some important questions that can help the designers to be more aware of ethics’ considerations in the product design because ethics is a process of learning, not a process of obedience, and to highlighting the term of ethical designer which in turn reflects on the ethics of customers and societies.


Perception ◽  
2017 ◽  
Vol 46 (12) ◽  
pp. 1412-1426 ◽  
Author(s):  
Elmeri Syrjänen ◽  
Marco Tullio Liuzza ◽  
Håkan Fischer ◽  
Jonas K. Olofsson

Disgust is a core emotion evolved to detect and avoid the ingestion of poisonous food as well as the contact with pathogens and other harmful agents. Previous research has shown that multisensory presentation of olfactory and visual information may strengthen the processing of disgust-relevant information. However, it is not known whether these findings extend to dynamic facial stimuli that changes from neutral to emotionally expressive, or if individual differences in trait body odor disgust may influence the processing of disgust-related information. In this preregistered study, we tested whether a classification of dynamic facial expressions as happy or disgusted, and an emotional evaluation of these facial expressions, would be affected by individual differences in body odor disgust sensitivity, and by exposure to a sweat-like, negatively valenced odor (valeric acid), as compared with a soap-like, positively valenced odor (lilac essence) or a no-odor control. Using Bayesian hypothesis testing, we found evidence that odors do not affect recognition of emotion in dynamic faces even when body odor disgust sensitivity was used as moderator. However, an exploratory analysis suggested that an unpleasant odor context may cause faster RTs for faces, independent of their emotional expression. Our results further our understanding of the scope and limits of odor effects on facial perception affect and suggest further studies should focus on reproducibility, specifying experimental circumstances where odor effects on facial expressions may be present versus absent.


2019 ◽  
Author(s):  
Roy S Hessels

Gaze – where one looks, how long, and when – plays an essential part in human social behaviour. While many aspects of social gaze have been reviewed, there is no comprehensive review or theoretical framework that describes how gaze to faces supports face-to-face interaction. In this review, I address the following questions: (1) When does gaze need to be allocated to a particular region of a face in order to provide the relevant information for successful interaction; (2) How do humans look at other people, and faces in particular, regardless of whether gaze needs to be directed at a particular region to acquire the relevant visual information; (3) How does gaze support the regulation of interaction? The work reviewed spans psychophysical research, observational research and eye-tracking research in both lab-based and interactive contexts. Based on the literature overview, I sketch a framework for future research based on dynamic systems theory. The framework holds that gaze should be investigated in relation to sub-states of the interaction, encompassing sub-states of the interactors, the content of the interaction as well as the interactive context. The relevant sub-states for understanding gaze in interaction vary over different timescales from microgenesis to ontogenesis and phylogenesis. The framework has important implications for vision science, psychopathology, developmental science and social robotics.


2015 ◽  
pp. 1822-1839
Author(s):  
Tami Seifert

As the disparity between educational standards and reality outside educational institutions is increasing, alternative learning infrastructure are challenging traditional modes of teaching. This study was based on an experiment with middle school pupils, pre-service teachers and college lecturers. The aim of this study was to examine the extent to which the use of smartphones for teaching affects pupils' motivation. Moreover, it explored pre-service teachers' and lecturers' attitudes toward the implementation of smartphones in education: the types of usage they implement and suggest and whether they think that smartphones should be implemented in academia as well as in schools at all. The study was conducted by a qualitative and quantitative analysis. Relevant information was collected based on the questionnaires, correspondence, personal journals and interviews. There was a difference in the level of technical difficulties various groups face, the personal use each generation performs as well as their attitude toward smartphone implementation.


Author(s):  
Daniel Memmi

Information and knowledge have become a crucial resource in our knowledge-based, computermediated economy. But knowledge is primarily a social phenomenon, on which computer processing has had only a limited impact so far, in spite of impressive advances. In this context have recently appeared various collaborative systems that promise to give access to socially situated information. We argue that a prior analysis of the social context is necessary for a better understanding of the whole domain of collaborative software. We will examine the variety and functions of information in modern society, where collaborative information management is now the dominant type of occupation. In fact, real information is much more complex than its usual technical sense: one should distinguish between information and knowledge, as well as between explicit and tacit knowledge. Because of the notable importance of tacit knowledge, social networks are indispensable in practice for locating relevant information. We then propose a typology of collaborative software, distinguishing between explicit communities supported by groupware systems, task-oriented communities organized around a common data structure, and implicit links exploited by collaborative filtering and social information retrieval. The latter approach is usually implemented by virtually grouping similar users, but there exist many possible variants. Yet much remains to be done by extracting, formalizing, and exploiting implicit social links.


2010 ◽  
Vol 103 (2) ◽  
pp. 1057-1065 ◽  
Author(s):  
Edmund Wascher ◽  
Christian Beste

The ability to notice relevant visual information has been assumed to be determined both by the relative salience of relevant information compared with distracters within a given display and by voluntary allocation of attention toward intended goals. A dominance of either of these two mechanisms in stimulus processing has been claimed by different theories. A central question in this context is to what degree and how task irrelevant signals can influence processing of target information. In the present study, participants had to detect a luminance change in various conditions among others against an irrelevant orientation change. The saliency of the latter was systematically varied and was found to be predictive for the proportion of detected information when relevant and irrelevant information were spatially separated but not when they overlapped. Weighting and competition of incoming signals was reflected in the amplitude of the N1pc component of the event-related potential. Initial orientation of attention toward the irrelevant element had to be followed by a reallocation process, reflected in an N2pc. The control of conflicting information additionally evoked a fronto-central N2 that varied with the amount of competition induced. Thus the data support models that assume that attention is a dynamic interplay of bottom-up and top-down processes that may be mediated via a common dynamic neural network.


2019 ◽  
Vol 75 (4) ◽  
pp. 807-822 ◽  
Author(s):  
Xiaoyue Ma ◽  
Pengzhen Xue ◽  
Siya Zhang ◽  
Nada Matta ◽  
Chunxiu Qin ◽  
...  

Purpose Visual Distinctive Language (VDL)-based iconic tags are structured visual information annotation. They explicate the content and organization of tagged information by graphical and symbolic features in order to improve the vocabulary problems of textual tags. The purpose of this paper is to investigate how these special icons help in tagged-based user information searching. Design/methodology/approach A two-stage experiment was designed and conducted so as to follow and quantify the searching process in specific searching target case and no specific searching target case when using VDL-based iconic tags. Findings The experimental results manifested that VDL-based iconic tags enhanced the role of tag in information searching. They could make user better understand tag clusters, which, in turn, provide global structure of involved topics. Also, VDL-based iconic tags helped user to find out searching target more quickly with higher accuracy by taking advantages of visual representation of tag categories and symbolic signification of tag content. Originality/value This study is one of the first to verify how structured icons work in information searching and how user’s graphical cognition impacts on tag-based information searching process. The research findings are dedicated to the theory of VDL-based iconic tags, as well as to a new visualization method for search user interface design.


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