Jun 20

...that strange new zone between medium and message. That zone we call the interface

-- Steven Johnson, 1997

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!

 
 

Joseph Psotka

Picture of Joseph Psotka. Copyright unknown.
Add description
Add publication

Publications by Joseph Psotka (bibliography)

 what's this?
1998
 
Edit | Del

Psotka, Joseph, Lewis, Sonya A. and King, Donald (1998): Effects of Field of View on Judgnemts of Self-Location: Distortions in Distance Estimations Even When the Image Geometry Exactly Fits the Field of View. In Presence: Teleoperators and Virtual Environments, 7 (4) pp. 352-369.

1995
 
Edit | Del

Davison, Sharon A., Sebrechts, Marc M. and Psotka, Joseph (1995): The Effects of Cognitive Style and Immersion on Spatial Mental Models. In: Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting 1995. p. 948.

This study investigates how mental models are used in different visual contexts, and how they are affected by cognitive style and immersion. The introduction of different types of visualization may change the role of spatial mental models. In particular the utility of a spatial mental model has not been examined in a virtual environment. Two 3x2, between-subjects designs were used to explore this relationship: Type of Visualization (Text, 2D with pictures, 3D movie) by Cognitive Style (Judger, Perceiver) and Type of Visualization (3D movie, 3D passive immersive, 3D active immersive) by Cognitive Style (Judger, Perceiver). All subjects were presented with a representation of a two-story building that had three items inside each room. After viewing the building, subjects were asked to recall which items were present in each room and indicate where the items were located in relation to one another. In addition, subjects were asked to draw the building from memory. The findings are discussed in terms of ability to recall items, location of the items in relation to one another and ability to reconstruct the building. Subjects in the 3D conditions made fewer errors when asked to recall which items were present in the building. Subjects in the 3D movie condition took less time to recall the location of the item in relation to other items, compared to the subjects in the Text or 2D with pictures conditions. Subjects in the 3D active immersive condition also took less time to recall item location, compared to subjects in the 3D movie or 3D passive immersive conditions. In addition, cognitive style did not affect performance, and the level of immersion varied according to condition. Subjects in the 3D movie and 3D active immersive conditions constructed a more complete spatial representation of the building than subjects in the other conditions.

© All rights reserved Davison et al. and/or Human Factors Society

1989
 
Edit | Del

Psotka, Joseph (1989): Advancing the Mind/Machine Interface: Qualitative Simulations, Hypertext, and Natural Language Processing. In: Proceedings of the Human Factors Society 33rd Annual Meeting 1989. pp. 1334-1338.

Advanced technologies, including artificial intelligence (AI), hypertext, and natural language processing (NLP), are transforming the Mind/Machine Interface. This presentation focuses on two large development projects underway that use these technologies in unique ways. Their use is guided by the three natural means of communication between people: saying, coaching, and showing; as metaphors for using advanced technology interfaces. The two projects are aimed at developing job and training aids for the Army. The most complete example is the Maintenance Aid Computer for HAWK -- Intelligent Institutional Instructor (MACH-III). This is the largest and most successful implementation of an ITS to date (Psotka, Massey, and Mutter, 1988). MACH-III was developed by Bolt, Beranek, and Newman (BBN), to provide training in organizational maintenance of the main radar of the HAWK air defense guided missile system. Its core is a huge qualitative simulation of the radar. The complexity of the simulation and the troubleshooting problem space demand a unique hypertext interface, whose structure and function are only beginning to be understood. Some preliminary evaluation results from the U.S. Army Air Defense Artillery School (USAADASCH), Ft. Bliss, Texas are beginning to show its effectiveness. The other project, Building Robust Dual Grammar Exercisers (BRIDGE), will begin to explore the architextual structure of hypertext systems within the context of advanced technologies for military machine translation and military foreign language training. From this perspective, hypertext is a bridging technology that links the existing strengths of qualitative simulations with the future power of natural language processing.

© All rights reserved Psotka and/or Human Factors Society

 
Add publication
Show list on your website
 
 

Join the technology elite and advance:

 
1.

Your career

 
2.

Your network

 
 3.

Your skills

 
 
 
 
 
 

Changes to this page (author)

01 Jun 2009: Modified
27 Jun 2007: Modified
26 Jun 2007: Added

Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/joseph_psotka.html
Jun 20

...that strange new zone between medium and message. That zone we call the interface

-- Steven Johnson, 1997

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!