@article{ma_kaber_gil_clamann_jeon_zhu_currie_2018, title={A Comparison of Virtual Reality-Based Psychomotor Task Training with Visual and Haptic Aiding}, volume={596}, ISBN={["978-3-319-60017-8"]}, ISSN={["2194-5365"]}, DOI={10.1007/978-3-319-60018-5_26}, abstractNote={The objective of this research was to compare learning effects of motor and cognitive skill training with three types of virtual reality (VR) simulation. The VR simulations included haptic (guidance forces), visual (attentional cues) and a combination of haptic and visual assistance designed to accelerate training. The results of the experiment revealed that conditions providing haptic assistance (alone and in combination with visual aids) provided more cognitive skill training than the visual-only aiding condition. Similarly, the visual condition resulted in better training of fine motor skill than the haptic condition. The combination condition led to some of the smallest training effects. The present investigation incorporating healthy participants was designed as part of an ongoing research effort to provide insight for the design of VR simulations to support rehabilitation of motor skills among disabled populations or training of new skills for occupational tasks.}, journal={ADVANCES IN HUMAN FACTORS IN TRAINING, EDUCATION, AND LEARNING SCIENCES, AHFE 2017}, author={Ma, Wenqi and Kaber, David and Gil, Guk-Ho and Clamann, Michael and Jeon, Wooram and Zhu, Biwen and Currie, Nancy}, year={2018}, pages={265–277} } @article{suresh_kaber_clamann_2014, title={Effects of Laptop Touchpad Texturing on User Performance}, volume={30}, ISSN={["1532-7590"]}, DOI={10.1080/10447318.2014.888502}, abstractNote={This research assessed user performance with different laptop touchpad textures. In specific, the study measured discrete movement task time and accuracy. It was hypothesized that texturing would increase task times but improve accuracy by providing users with tactile references. A variable representing the frictional potential of pads was introduced into an established model of discrete movement performance (Fitts’ Law) in an attempt to accurately model user performance under experimental task conditions. Results revealed touchpad texturing to degrade task performance. However, accuracy in pointing tasks was not significantly affected. Results also revealed that the expanded form of Fitts’ Law, including a parameter for representing the frictional potential of pad texturing, was more predictive of actual movement times than the original form of the Law. Results from the study increase understanding of the effects of touchpad texture on human motor control behavior and provide some guidance for future pad design.}, number={6}, journal={INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION}, author={Suresh, Sameerajan and Kaber, David and Clamann, Michael}, year={2014}, month={Jun}, pages={470–479} } @article{kaber_tupler_clamann_gil_zhu_swangnetr_jeon_zhang_qin_ma_et al._2014, title={Evaluation of an Augmented Virtual Reality and Haptic Control Interface for Psychomotor Training}, volume={26}, ISSN={["1949-3614"]}, DOI={10.1080/10400435.2013.800923}, abstractNote={This study investigated the design of a virtual reality (VR) simulation integrating a haptic control interface for motor skill training. Twenty-four healthy participants were tested and trained in standardized psychomotor control tasks using native and VR forms with their nondominant hands in order to identify VR design features that might serve to accelerate motor learning. The study was also intended to make preliminary observations on the degree of specific motor skill development that can be achieved with a VR-based haptic simulation. Results revealed significant improvements in test performance following training for the VR with augmented haptic features with insignificant findings for the native task and VR with basic haptic features. Although performance during training was consistently better with the native task, a correspondence between the VR training and test task interfaces led to greater improvement in test performance as reported by a difference between baseline and post-test scores. These findings support use of VR-based haptic simulations of standardized psychomotor tests for motor skill training, including visual and haptic enhancements for effective pattern recognition and discrete movement of objects. The results may serve as an applicable guide for design of future haptic VR features.}, number={1}, journal={ASSISTIVE TECHNOLOGY}, author={Kaber, David and Tupler, Larry A. and Clamann, Michael and Gil, Guk-Ho and Zhu, Biwen and Swangnetr, Manida and Jeon, Wooram and Zhang, Yu and Qin, Xiaofeng and Ma, Wenqi and et al.}, year={2014}, pages={51–60} } @article{jeon_clamann_kaber_currie_2013, title={Assessing Goal-Directed Three-Dimensional Movements in a Virtual Reality Block Design Task}, ISSN={["1062-922X"]}, DOI={10.1109/smc.2013.637}, abstractNote={This study investigated three-dimensional (3D) goal-directed movements in a virtual reality (VR) simulation of a standardized psychomotor control task. Movement trajectories were collected from 22 subjects and parsed based on an existing two-phase model of motor control including ballistic and correction phases. Kinematic measures were also acquired to provide further insight into motor skill learning. Results revealed kinematic measures of total numbers of sub movements and numbers of sub movements in the correction phase to be significantly correlated with psychomotor task scores. A predictive model applied to the 3D movements revealed the correction phase movements to be more predictive of psychomotor performance than the ballistic phase. Findings indicate a greater degree of fine motor skill was required for performance of the psychomotor control task. This research supports the use of high resolution kinematic measures as reliable predictors of psychomotor task performance.}, journal={2013 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS (SMC 2013)}, author={Jeon, Wooram and Clamann, Michael and Kaber, David B. and Currie, Nancy J.}, year={2013}, pages={3739–3744} } @article{clamann_ma_kaber_2013, title={Evaluation of a Virtual Reality and Haptic Simulation of a Block Design Test}, ISSN={["1062-922X"]}, DOI={10.1109/smc.2013.155}, abstractNote={The objective of this research was to develop a computer-based system for psychomotor skill assessment and training. The focus was on virtual reality (VR) simulation of an established pattern assembly task incorporating a haptic interface. A prototype VR and haptic-based system was developed to replicate established testing protocols, facilitate automated test scoring, and produce quantitative test output. The prototype was also compared to a native version of the test. Participants completed multiple training trials of the VR or native tests. Training effects were measured by comparing performance on objective baseline and post-tests administered before and after training, respectively. Results revealed training in either the VR or the native versions of the task to produce significant (p<;0.0001) performance increases from baseline, but neither version resulted in significant improvements over the other. The VR-haptic simulation was found to represent a viable psychomotor test and training method.}, journal={2013 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS (SMC 2013)}, author={Clamann, Michael and Ma, Wenqi and Kaber, David B.}, year={2013}, pages={882–887} } @article{li_clamann_kaber_2013, title={Validation of a Haptic-Based Simulation to Test Complex Figure Reproduction Capability}, volume={43}, ISSN={["2168-2305"]}, DOI={10.1109/tsmc.2013.2287341}, abstractNote={The objective of this research was to develop a new computer-based system for psychomotor skill assessment. The focus was on the simulation of the Rey-Osterrieth Complex Figure (ROCF) reproduction test incorporating a haptic interface. Various system functions were created to support customized testing protocols that are based on specific user requirements, facilitate semiautomated scoring of tests, and produce quantitative test output. Advanced technologies of pattern recognition were reviewed and adapted for the system development. This approach yielded an application for recording freehand drawings and recognizing and normalizing drawing strokes for semiautomated scoring according to a standard. The new simulator system was validated by comparison with traditional paper-based tests in which participants were asked to use their nondominant hand to simulate a minor motor impairment. Results demonstrated the simulator to be sensitive to functional differences between dominant and nondominant hand use. The computerized scoring software also appeared to be valid for generating ROCF scores, which were consistent with manual scores determined by a trained rater for the same drawing stimuli.}, number={6}, journal={IEEE TRANSACTIONS ON HUMAN-MACHINE SYSTEMS}, author={Li, Yingjie and Clamann, Michael and Kaber, David B.}, year={2013}, month={Nov}, pages={547–557} } @article{clamann_zhu_beaver_taylor_kaber_2012, title={Comparison of infant car seat grip orientations and lift strategies}, volume={43}, ISSN={["0003-6870"]}, DOI={10.1016/j.apergo.2011.10.003}, abstractNote={The rear-facing Infant Car Seat (ICS) is designed to meet federal requirements for transporting children less than 1 year old. Typical use includes transfer in and out of a vehicle, which is shown to be a difficult lift. Despite the frequency of this lift, manufacturers provide little guidance for users. Review of relevant literature suggested an ICS featuring an angled handle, promoting a neutral wrist posture, would increase grip stability and decrease lifting effort. Popular press suggested a foot-in-car stance for the ICS lift would do the same. An experiment was conducted in which wrist deviations from neutral posture were recorded along with lifting muscle activation levels (multiple flexor muscles and biceps brachii) and overall perceived exertion for straight versus a new bent handle design and conventional stance versus foot-in-car. Foot position was examined to test the recommendations in the popular press. Surprisingly, wrist deviation was not significantly affected by the new bent handle design (due to compensatory behavior with the straight handle) but was related to foot placement (p = 0.04). Results revealed the bent handle to significantly reduce flexor activation compared with the straight handle (p = 0.0003); however, the level of biceps activation increased. Biceps activation also significantly increased for foot-in-car stance (p = 0.035) but not flexor activation. In general, the bent handle enabled the user to lift the ICS with a steadier grip and less effort.}, number={4}, journal={APPLIED ERGONOMICS}, author={Clamann, Michael and Zhu, Biwen and Beaver, Leah and Taylor, Kinley and Kaber, David}, year={2012}, month={Jul}, pages={650–657} } @article{kaber_li_clamann_lee_2012, title={Investigating Human Performance in a Virtual Reality Haptic Simulator as Influenced by Fidelity and System Latency}, volume={42}, ISSN={["1558-2426"]}, DOI={10.1109/tsmca.2012.2201466}, abstractNote={The objective of this study was to demonstrate the utility of an established model of human motor behavior for assessing the fidelity of a virtual reality (VR) and haptic-based simulation for fine motor task performance. This study was also to serve as a basis for formulating general performance-based simulator-design guidelines toward balancing perceived realism with simulator limitations, such as latency resulting from graphic and haptic renderings. A low-fidelity surgical simulator was developed as an example VR for study, and user performance was tested in a simplified tissue-cutting task using a virtual scalpel. The observed aspect of the simulation included a discrete-movement task under different system-lag conditions and settings of task difficulty. Results revealed user performance in the VR to conform with Fitts' law of motor behavior and for performance to degrade with increasing task difficulty and system time lag. In general, the findings of this work support predictions on human performance under various simulator-design conditions using an established model of motor-control behavior and formulation of human-performance-based simulator-design principles.}, number={6}, journal={IEEE TRANSACTIONS ON SYSTEMS MAN AND CYBERNETICS PART A-SYSTEMS AND HUMANS}, author={Kaber, David B. and Li, Yingjie and Clamann, Michael and Lee, Yuan-Shin}, year={2012}, month={Nov}, pages={1562–1566} }