Publication statistics
Pub. period:1978-2011
Pub. count:13
Number of co-authors:23
Co-authors
Number of publications with 3 favourite co-authors:
Ruth Kimchi:4Maya Weil:3F. Jacob Seagull:2 Productive colleagues
Daniel Gopher's 3 most productive colleagues in number of publications:
Pascale Carayon:42Ben-Tzion Karsh:12F. Jacob Seagull:9 
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Daniel Gopher
Publications by Daniel Gopher (bibliography)
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Gopher, Daniel, Donchin, Yoel, Carayon, Pascale, Karsh, Ben-Tzion, Weinger, Matthew and Cook, Richard (2011): Discussion Panel: Establishing in house Human Factors expert teams to enable comprehensive design of medical work units. In: Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting 2011. pp. 783-787.
The present discussion panel addresses the need and possible approaches for providing integrative and inclusive human factors design of medical work units. An associated question is whether such a design perspective can be achieved without the instantiation of in house human factors teams. While recognition of the general importance and possible contribution of human factors to efficiency and safety of health care is on the rise and is accompanied by a rapidly growing body research and publications; to date its focus has been mainly on individual systems and isolated work procedures. An important overlooked requirement is for a coherent and inclusive design of the global work unit (operating theater, hospital ward, neonatal unit, etc, etc), much the same way in which the overall configuration of an airplane cockpit or a process control room are considered. Furthermore, can such an inclusive perspective of work units be achieved, unless health care institutes establish in house human factors teams? These are the topics to be evaluated.
© All rights reserved Gopher et al. and/or HFES
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Seagull, F. Jacob and Gopher, Daniel (1994): Expanding the Envelope of Performance: Training Pilots to Use Helmet Mounted Displays. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 11-15.
Helmet Mounted flight Displays (HMDs) of a through-the-window field-of-view (FOV) are widely used in modern aircraft for night vision. Unfortunately, pilots using such displays are susceptible to spatial disorientation due to the limited field-of-view and its consequent lack of orientation cues. This problem is especially pronounced when pilots move their heads, though this is precisely the behavior that enables them to counteract the limited FOV. The current experiment attempted to train pilots to move their heads without becoming disoriented. Twenty-five subjects participated in five treatment groups in a between-subjects design. Subjects piloted a simulated helicopter through a computer-generated winding canyon with either a single-eye HMD, or a binocular through-the-window "screen" display. Three control groups were trained using either (1) a binocular screen-display without a secondary task, (2) an HMD view without a secondary task, or (3) an HMD view with a secondary task presented in the center of the HMD FOV. The two remaining treatment conditions involved flying while carrying out a secondary task which required either (1) systematic head movement (displacement), or (2) systematic head-movement plus head re-orientation. Results indicate that after training, treatment groups completed significantly more flights without crashing using the HMD than did the control groups. They also had a significantly higher probability of surviving a given flight at any time. Treatment groups learned to increase their head movement, while control groups spontaneously reduced theirs. These findings indicate that spontaneous experience with an HMD does not lead to optimal performance. Development of attention control strategies focusing on the difficulties of HMDs increased considerably the ability of operators to cope with the problems.
© All rights reserved Seagull and Gopher and/or Human Factors Society
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Gopher, Daniel, Weil, Maya and Erev, Ido (1994): A Double Edge Sword: Compensatory Behavior in Coping with System Malfunctions. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 491-495.
Malfunctions and minor technical problems in system operation are not a rare event when humans interact with engineering systems. When a problem is detected, the system should, in principle, be halted and repaired. Often, however, operators decide to continue their work and adopt alternative modes of behavior that bypass or compensate for the malfunctions. We label this type of responses "compensatory behaviors". They are adopted because the operator judges them to be less costly than the costs involved in stopping and repairing the system. Twenty Subjects, had four sessions of training, with a simulated filling work station in a chemical plant, where 8 simultaneous tanks had to be filled with lethal solutions. Malfunctions in the automatic filling regulator of one of the tanks, occurred intermittently, resulting in two types of risks: a high risk failure could explode the entire system at the cost of 200 points; a low risk failure could lead to a defective container, translated to a loss of 10 points. Subjects could resolve to shut down the station for repair at the cost of 100 points, or switch the failed tank to manual and stop the filling when the liquid reached the required volume. Their ultimate goal was to achieve the highest score possible. Results showed significant preference for compensatory behavior over repair, in all stages of skill acquisition and at all levels of potential risk. When adopting compensatory behavior, subjects' decision, attention and main efforts seem to have been exclusively guided by their ability to avoid the occurrence of explosions. The number of explosions was indeed reduced, although not eliminated, with training. At the same time, and in contrast with their belief, subjects slowed down their production rate, had more errors and more defective containers. Thus the total cost of compensatory behavior was higher than the costs of repairing the system. This is the double edge sword of compensatory behavior. The selective focus on direct costs and the neglect of indirect costs, have important implications to decision behavior research and skill acquisition, as well as practical implications to the development of training programs and work procedures.
© All rights reserved Gopher et al. and/or Human Factors Society
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Gopher, Daniel (1992): Development of Skill Trainers Based on Computer Games: Prospects and Issues. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. p. 1284.
In recent years, there has been an increase in the number and power of calls for a systematic development of new principles for the design of training simulators (e.g. Baudhuin, 1987; Donchin, 1989; Gopher, Weil, Bareket and Caspi, 1988; Lintern, 1991). Such principles may replace the long prevailing physical fidelity approach, which has been enshrined by its compelling appeal to Folk Psychology (Flexman and Stark, 1987). The guiding principle of physical fidelity is that the closer the resemblance between a training simulator and the real system, the better it is as a training device. An alternative approach considered in this panel draws on contemporary concepts and models in human performance and learning theory. Departure from the physical fidelity principle is called upon by the reality of modern technology as much as it is motivated by enhanced scientific knowledge and improved methodology. With the rapid advance of technology, the constraints and limitations of the physical fidelity approach become clearer and more prohibitive. On the one hand, the increased sophistication of engineering systems, their much enhanced performance envelope and the extreme operational environments (e.g. air, space, underwater, nuclear), preclude on the job training. On the other hand, development of high fidelity simulation becomes either impossible or a difficult and costly undertaking. Consequently, the vast majority of existing training simulators represent a compromise. The extent of the compromise and its impact on the value of training and transfer are difficult to assess. Modern microprocessor technology and the development of rich, colorful and challenging computer game environments, provide powerful tools with which the foundations of a new approach can be studied and tested. Indeed, this was the rationale that has guided an international research collaboration directed towards the development of training strategies embedded in a complex computer game named Space Fortress (Donchin, Fabiani&Sanders, 1989). The three studies reported in the panel, are an outgrowth of this work. All three employed a modified version of the Space Fortress game (SF-II) which was developed at the Human Engineering Laboratory of the Technion - Israel.
© All rights reserved Gopher and/or Human Factors Society
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Gopher, Daniel, Weil, Maya and Bareket, Tal (1992): The Transfer of Skill from a Computer Game Trainer to Actual Flight. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. pp. 1285-1290.
A study was conducted at the flight school of the Israeli Airforce to test the transfer of skills from a complex computer game to flight. The context relevance of the game to flight was argued on the basis of a skill oriented task analysis, anchored in contemporary models of the human processing system. The influence of two embedded training strategies was compared, one focusing on the specific skills involved in performing the game, the other designed to improve the general ability of trainees to cope with the high attention load of the flight task. Flight scores of two groups of cadets who received 10 hours of training in the computer game were compared with those of a matched group of cadets without game experience. Both game groups performed significantly better than the no game group in the subsequent test flights. They also had higher final percentage of graduation from the flight training program. The game has now been incorporated in the regular training program of the airforce.
© All rights reserved Gopher et al. and/or Human Factors Society
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Gopher, Daniel, Kimchi, Ruth, Seagull, F. Jacob, Catz, Irit and Trainin, Ori (1992): Flying with Dichoptic Displays: The Interplay between Display Characteristics and Attention Control. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. pp. 1469-1473.
Interest in the study of attention control under dichoptic conditions is instigated by the contemporary development of night-vision systems based on single-eye helmet-mounted displays. Two experiments were conducted to investigate the concurrent performance of a tracking task and letter classification under dichoptic display conditions. Subjects were required to fly a simulated helicopter path while classifying letter pairs presented intermittently. Experimental instructions in Experiment A specifically emphasized a two-dimensional interpretation of the visual field. Under these instructions, the presentation of a common visual axis to the two eyes provided by the flight-tunnel did not aid subjects, and their performance deteriorated in dichoptic conditions. In Experiment B, the instructions to subjects were changed to advocate a three-dimensional interpretation of the display. Under these instructions, dichoptic performance-levels were substantially improved when the tunnel was present. These results imply that the presence of a common visual axis is not automatically beneficial. In order to improve performance, attention should be intentionally directed to utilize information supporting a three-dimensional frame of mind. These findings have important implications for understanding the dynamics of performance with single-eye helmet-mounted displays, and the training of pilots in their use.
© All rights reserved Gopher et al. and/or Human Factors Society
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Gopher, Daniel, Grunwald, Arthur, Straucher, Zvi and Kimchi, Ruth (1990): Tracking and Letter Classification Under Dichoptic and Binocular Viewing Conditions. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 1557-1561.
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Gopher, Daniel, Olin, Miriam, Badihi, Yehuda, Cohen, Gilat, Donchin, Yoel, Bieski, Michal and Cotev, Shamay (1989): The Nature and Causes of Human Errors in a Medical Intensive Care Unit. In: Proceedings of the Human Factors Society 33rd Annual Meeting 1989. pp. 956-960.
The article presents the main outcomes and conclusions of a two year research effort directed to study the causes of human errors in a Respiratory Intensive Care Unit (ICU). In the course of the study, doctors and nurses recorded errors in treatment routines that were committed during their daily work. Over a period of 4 months we collected 554 errors, which were independently judged for their criticality. In addition, 46 twenty-four hour observations were conducted of all activities at a patient bed. A total of 8178 activities were recorded over the 46 observations. We also performed a detailed human factors analysis of the patient bed as a work station. It was found that the dominant cause of error is problems related to complete and clear documentation and transfer of information between staff members. Additional causes were lack of standardization in equipment composition and layout, as well as absence of adequate marking and labeling. These problems seem to be equally relevant to other ICU's visited by the team. Remedial steps are presently being implemented.
© All rights reserved Gopher et al. and/or Human Factors Society
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Kimchi, Ruth, Rubin, Yifat, Gopher, Daniel and Raij, David (1989): Attention in Dichoptic and Binocular Vision. In: Proceedings of the Human Factors Society 33rd Annual Meeting 1989. pp. 1435-1439.
The ability of human subjects to mobilize attention and cope with task requirements under dichoptic and binocular viewing was investigated in an experiment employing a target search task. Subjects were required to search for a target at either the global level, the local level, or at both levels of a compound stimulus. The tasks were performed in a focused attention condition in which subjects had to attend to the stimuli presented to one eye/field (under dichoptic and binocular viewings, respectively) and to ignore the stimulus presented to the irrelevant eye/field, and in a divided attention condition in which subjects had to attend to the stimuli presented to both eyes/fields. Subjects' performance was affected mainly by attention conditions which interacted with task requirements, rather than by viewing situations. An interesting effect of viewing was found for the local-directed search task in which the cost of dividing attention was higher under binocular than under dichoptic viewing.
© All rights reserved Kimchi et al. and/or Human Factors Society
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Gopher, Daniel, Weil, Maya, Bareket, Tal and Caspi, Sigal (1988): Fidelity of Task Structure as a Guiding Principle in the Development of Skill Trainers Based Upon Complex Computer Games. In: Proceedings of the Human Factors Society 32nd Annual Meeting 1988. pp. 1266-1270.
Fidelity of task structure is proposed to replace physical fidelity, as a cost effective guiding principle in the development of trainers for complex tasks. The paper describes a research project in which a complex computer game was designed to mimic the requirements of flight skill. It was then employed as part trainer within an actual flight training program. The game was mainly directed to teach subjects strategies of attention control and efficient allocation of processing resources. It was found to improve trainees performance in flight. The paper discusses the theoretical roots of the proposed approach and some results of its application in an actual training environment.
© All rights reserved Gopher et al. and/or Human Factors Society
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Raij, David, Gopher, Daniel and Kimchi, Ruth (1987): Perceptual and Motor Determinants of Efficient Data Entry. In: Proceedings of the Human Factors Society 31st Annual Meeting 1987. pp. 820-824.
Two scales were constructed to separately evaluate the perceptual and motor difficulty of the finger chords employed to enter letters in a newly designed chord keyboard, developed to provide an efficient alternative to the existing QWERTY keyboard. The index of motor difficulty evaluated the biomechanical problems associated with the execution of the 31 possible chord combinations of five-fingers. The perceptual index scaled the difficulty of identifying the spatial pattern created by each of the 31 chords. A regression equation that was based on the two indexes accounted for about 60% of the variance of actual typing on the chord keyboard. Perceptual and motor determinants appear to be equally potent and mostly independent in their influence on efficient data entry performance.
© All rights reserved Raij et al. and/or Human Factors Society
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Gopher, Daniel (1987): Cognition at Your Fingertips: A Cognitive Approach to the Design of Data Entry Devices. In: Salvendy, Gavriel (ed.) HCI International 1987 - Proceedings of the Second International Conference on Human-Computer Interaction - Volume 2 August 10-14, 1987, Honolulu, Hawaii. pp. 233-240.
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Lintern, Gavan and Gopher, Daniel (1978): Adaptive Training of Perceptual-Motor Skills: Issues, Results, and Future Directions. In International Journal of Man-Machine Studies, 10 (5) pp. 521-551.
This review has two aims; the first is to assess AT as a method for teaching control skills, and the second is to establish a conceptual framework that will allow a detailed analysis of adaptive manipulations and their influence on skill acquisition. The major studies in adaptive training research are described and evaluated. A critical examination of the various experiments reveals that there is less support for the application of adaptive manipulations to applied motor skill training than is generally believed. Some apparently favorable experiments have methodological and interpretive flaws that seriously weaken their conclusions. Other experiments that provide tenable support have characteristics that are unique in adaptive training research so that generality of their data is in doubt. The limitations of the data prevent any firm conclusions being drawn about the efficiency of adaptive training. However a detailed analysis of motor skill theory and research indicates that some adaptive manipulations could be effective. Methodological and conceptual issues that are critical to successfully testing those manipulations are clarified in a discussion of the adaptive training concept. In addition, that discussion outlines several empirical tests that are needed to enable a more effective analysis of adaptive training.
© All rights reserved Lintern and Gopher and/or Academic Press
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