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Kimberly A. Reardon

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Publications by Kimberly A. Reardon (bibliography)

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1988
 
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Reardon, Kimberly A. (1988): The Effects of Nested Texture on a Landing-Judgment Task. In: Proceedings of the Human Factors Society 32nd Annual Meeting 1988. pp. 10-14.

Nested texture can be described as smaller units embedded within larger units or forms within forms (Gibson, 1966). This is reflected in real scenes, e.g., as one moves toward a surface the eye resolves more detail. With the advent of high-fidelity simulators we can now generate a hierarchy of texture patterns that emerge as a function of altitude, but how this affects pilot performance is unclear. This study examined the effect of nested texture with four types of displays in a landing-judgment task. Subjects viewed a simulated landing approach to a runway which stopped in "mid air" and were asked to indicate where they would land if they continued on the same path. Results show that when texture was nested as a function of altitude, performance was not significantly better than when texture was constant throughout the trial. Display type affected performance with subjects perceiving their aimpoint further down the runway as complexity of the texture increased. The landing-judgment study should be followed up with an active-control task before recommendations for visual displays are made.

© All rights reserved Reardon and/or Human Factors Society

1987
 
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Reardon, Kimberly A., Oliver, Celia G. and Waren, Rik (1987): Flight Simulation Training using Standard and Non-Standard Tasks. In: Proceedings of the Human Factors Society 31st Annual Meeting 1987. pp. 1291-1295.

The use of computers for cue generation and the safety inherent in simulators permits new "tasks" which are impossible in real flight. We are investigating the potential efficacy of using a particularly striking non-standard task, namely flying at zero-altitude and even below ground. Our hypothesis was that increased experience with optically violent displays during training would improve performance during the testing phase of maintaining low, above ground flight. In the training phase half of the subjects maintained zero altitude while the other half flew as low as possible without crashing. Contrary to our hypothesis the low-trained subjects had a lower standard deviation and mean altitude than the zero-trained subject in testing. Although our hypothesis was not supported, the concept of exploring novel ways of using flight simulators deserves further attention.

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

 
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22 Dec 2008: Added
25 Jun 2007: Modified
25 Jun 2007: Added

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Jun 19

... there are no simple 'right' answers for most web design questions (at least not for the important ones). What works is good, integrated design that fills a need--carefully thought out, well executed, and tested.

-- Steve Krug, Don't Make Me Think, p. 136

 
 

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
 
 

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