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INFORMATION INPUT
INFORMATION INPUT & PROCESSING Sources & pathways of stimuli: Human being is bombarded with all sorts of stimuli from outside environment & within the human body the input is received as stimuli & processed by the brain Not all stimuli received can be sensed can sense only those within spectra of sensitivity. Sources could be from distant or close light, sound, thermal, mechanical, chemical.
INFORMATION THEORY Information Theory: It provides an operational definition to Information & an quantitative method of measuring it. Concept: Information results in reduction of uncertainty. The occurrence of highly certain events convey less info as they confirm what was expected. Eg: Fasten Seat Belt! indicator comes on each time the car is started, while Oil Level Low indicator is unexpected even, but, both are important.
INFORMATION THEORY
INFORMATION THEORY
When the probabilities of occurrence of alternatives are equal, then,
Information, H = Log N .
2
where N is number
INFORMATION THEORY
When the probabilities of occurrence of alternatives are unequal, then, Information, hi = Log2 (1/pi) where hi is the info associated with event i. pi probability of occurrence of that event i.
h ave
1 i 1 p i [log 2 ] p i 1
N
INFORMATION THEORY
Max possible info is obtained when alternatives are equally likely to occur, when there is departure from equal probability the greater is the reduction in the info from the max. This is termed as Redundancy in information.
Much of what is received at the peripheral senses is filtered out before it reaches the brain for obtaining a response.
Process
Sensory registration At nerve junctions Conscious level Long-Term store
INFORMATION INPUT PROCESSES After sensing, processing to take place smoothly for optimum performance. In some, the correlation between input & output is quite obvious such as read instructions & operate a simple hand tool, while in others it could be difficult to correlate remote control of a complex process.
TYPES OF INFORMATION
Human info & processing depends on Stimuli Original source of Stimuli object, event, environment condition Information may come:
Directly: Observation of event itself. Indirectly: Through intervening media radar, telescopic.
Info maybe Coded visual / auditory displays or Reproduced: Photograph, TV, Radio or microscopes, telescopes, binoculars intentionally or unintentionally magnified / modified enlarged, amplified, filtered for easier processing.
Time-Phased Info: Presentation of pulsed or timephased signals Morse codes, Blinker lights of direct dialing Tele billing equipment.
STIMULI Short Term Sensory Store Perception Decision & Response Selection Response Execution
RESPONSE
Working Memory:
Stimulus
Sensory
Codes
Working Memory LT Memory
Auditory Visual
Echoic Iconic
Phonetic
Semantic
Visual
Working Memory Capacity limited and decays if not properly coded. For better retention, the items are clubbed to form chunks. Max number of items that can be held in working memory 7 2 chunks ( 5 or 9 chunks). E.g.: A string of items in 9 chunks a.t.o.g.t.a.c.r.d can be
better retained as cat,dog,rat with 3 chunks. Rules: Avoid presenting more than 9 chunks. Present in meaningful & distinct chunks. Provide training on how to recall info.
Long Term Memory Info from working memory is transferred to LT Memory by Semantically coding it. Supplying meaning to info & relate to info already present in LT Memory. Working memory info is analyzed, compared & related to past knowledge & stored into LT memory to make retrieval easy Mnemonics makes retrieval easy. It involves picking up first letter of a item and frame words/sentence to make it meaningful. This can be recalled more easily.
Perception
Short term sensory store helps perception stimuli sensed & carried to central mechanism to be processed Depends on past experience, training, background & conditioning. Process is flexible human being an info transmitter or sometimes a info processor (Eg. Typist copying document)
Choice of Response
Decision on choice of response is dependent on working memory & also effected by individual biases. Ones experience, expectations, previous processing steps etc may lead to a decision to select a response. Response could be manipulative, conversation, gross body movements (running) etc. Response is enhanced by attention resource/motivation at all levels of processing. Attention could be divided, focused, selective or sustained. Feedback helps effective response & improve performance.
People treat all info to be equally reliable even though they are not.
Attention Resources
Task of paying attention is directed to objects or activities so that they can be perceived and recalled. Depending upon situation, Attention is:
Selective Attention:
A pilot looking for a deviant reading as he scans the instruments. Ability to detect a deviate signal in 5 different dials or in 1 dial, with signals rate of 25 per minute. 1 dial better than 5 as it reduces Load Stress Rate of signal presented brings in Speed Stress
Attention Resources
Focused Attention: Maintaining attention one or few channels of info and not be distracted by other channels of info. Proximity to source one visual source of info and completely ignore another if the two are within 1 degree of visual angle from each other. In auditory the proximity could be the wavelength to be maintained as distinct for better performance.
Attention Resources
Divided Attention: (Time-sharing) When people are required to do more than one task at a time, performance on at least one of the tasks often declines. Humans have limited capacity to process info when several tasks are performed simultaneously, this capacity can be exceeded. Sustained Attention: The ability to maintain attention and remain alert to stimuli over prolonged periods of time. Gained importance where humans assume role of system monitor where he has to observe dials, screens for critical signals that may demand action.
VISUAL DISPLAYS
The process of seeing When to use visual displays Quantitative & Qualitative displays Basic designs of visual displays Guidelines to visual displays
Visual Capabilities
1. Accommodation: Ability of lens to focus on to the retina. Helps read details of object. Accommodation between Near & Far point. In normal vision, Far Point is at infinity (20 & more). Far Point is the distance beyond which the eye cannot clearly focus. Near Point is the closet distance to which the eye can focus . Depends on human age as aging occurs the distance increases.
Accommodation Contd.
Accommodation Contd. The focal points & Distances are expressed in Diopters, D = 1/object distance, in metres. The lens is specified in Diopters. Higher the Diopter, more powerful the lens and its ability to bend the light rays. Accommodation capacity inadequate leads to Nearsightedness Image focused in front of the retina
External lens concave
Visual Capabilities
2. Convergence: Act of aiming both eyes at the same point. Average time required to aim the eyes & focus them to a new point displaced in a distance is about 165 Milliseconds. In case reading it, average time 200 milliseconds at same distance, while at 20 feet & more it is lesser.
Visual Capabilities
3. Saccadic Eye Movement: Co-ordinated motion of both eyes together. A movement of over a space of 5 letters in ordinary print at a space of 1 feet is about 15 20 M Sec. converted to angle 20 degrees of eye movement corresponds to 4 inchs at a distance of 1 feet.
Visual Capabilities
Saccadic Eye Movement: Rate of increase of eye movement increases with angle & then reduces after certain angle.
Extent of movement (Degrees) Duration of movement (M.Sec)
10 20 30 40
40 55 80 100 15 25 20
Visual Capabilities
4. Color Discrimination: Cones receive rays with higher illumination are of 3 types whose wavelengths correspond to the primary colors red, blue & green. Darker conditions no color observed as cones do not operate. Trichromats - Normal color vision Monochromats - Color blind Dichromats - Red or Blue cone deficient (8% Males 0.5% Females) Red deficient cannot distinguish between shades of Red & Orange Blue deficient cannot distinguish between shades of Blue & Yellow Red deficient perform worser than blue deficient ones.
Visual Capabilities
5. Visual Acuity: (Resolving Power of eye) Ability to discriminate fine details. It is minimum separable distance. Smallest feature that the eye can measure. Depends largely on accommodation of the eyes. Also depends on:
The object itself Distribution of radiant energy Illumination of the background Contract between object & background Duration of visual stimulus
Visual Capabilities
5. Visual Acuity: (Resolving Power of eye) Acuity is the inverse of the visual angle subtended at the eye by the smallest detail that can be subtended.
If a person can discriminate a detail that subtends an arc of 1.5 minutes, the Acuity Score is 0.67 (1/1.5).
A person with better acuity has a score higher than 0.67.
Visual Capabilities
Visual Acuity: (Contd.)
In industrial environment, the visual Acuity is checked every 2 years inspection sections etc. Tests for Acuity include Letter targets, Checkerboards, Gratings etc.
Visual Capabilities
6. Depth Perception: Special form visual acuity is the ability to see depth. Two eyes enables seeing at different angles. Ability to see depth for distant objects is less compared to near objects.
Visual Capabilities
6. Purkinje Shift:
Eye sensitive at different wavelengths of light. Sensitivity of vision depends on the wavelength for Scotopic & Photopic intensity. The light-adapted eye (Photopic) is maximally sensitive to light with a wavelength of 555 nm. (1 nm = 10-9 m) Color: Greenish Yellow The dark-adapted eye (Scotopic) is maximally sensitive to light with a wavelength of 505 nm. Color: Yellowish Green The shift from 555 to 505 nm is Purkinje Shift.
Visual Capabilities
6. Purkinje Shift (Contd.):
Visual Capabilities
7. Optical Illusion: Optical illusions from perceptions of visual stimuli generate errors need to minimize such errors while designing visual displays.
Optical Illusion
VISUAL DISPLAYS
Keeping in view of the visual capabilities the visual displays are designed in terms of texts, graphics, symbols & codes static or dynamic. Displays to be made so that all info is understandable. Requires the displays to be readable, & signals detectable.
VISUAL DISPLAYS
Visual displays classified as:
VISUAL DISPLAYS
Quantitative displays:
Provides info about value of some variable. Basic designs are: 1. Fixed scale with moving pointer 2. Moving scale with fixed pointer 3. Digital displays Analog indicators conventionally have mechanical moving parts, while modern technology makes it possible for electronically generated features eliminating need for moving mechanical components.
Guidelines:
Pointer moving against Fixed scale is preferred. Natural interpretation of events to be addressed ; Eg. Thermometer. Not advisable to mix types of pointer scale indicators to avoid reversal errors in reading. Small variations better indicated in Moving Pointer fixed scale. For large range of values moving scale & fixed pointer is preferred.
Qualitative Displays
User interested in approximate value of continuously changing variable. Rate of change, know the trend.
Vertical scale best for Qualitative reading Open-window with shortest time for Quantitative digital displays Circular windows best for Qualitative digital displays
Users can be made to perceive qualitative displays using: Color Coding Shapes Coding
Qualitative Scales
Color Coding
Qualitative Scales
Shapes Coding: Shape coding immediately conveys meaning. Experimentation on Aircraft instrument readings on number of designs to 140 military cadets to analyze.
Qualitative Displays
3. Check Readings: Use of instrument to ascertain whether reading is normal or not. Normal reading pointer aligned at 3 or 12 Oclock position
Qualitative Displays
4. Situation Awareness (Representational)
AUDITORY DISPLAYS
Sound vibrations received by sense organ ear. Sound created by any source. Attributes of sound are Frequency & Amplitude (intensity). With atmosphere to be source of vibrations,
Higher Sinusoidal wave by simple sound generating source Lower
AUDITORY DISPLAYS
Features of the sine wave: Waveform above mirror image of waveform below midline. Wave form pattern repeats itself in cycles. Frequency is number of cycles per second , in Hertz. Human ear sensitive to frequencies in the range 20 20000 Hz, though not equally sensitive. Pitch is the highness or lowness in tone. When frequency lowers pitch/tone to be lowered.
Frequency
Less than 1000 Hz More than 3000 Hz Between 1000 -3000 Hz
Perception
Low frequency & high Pitch High frequency & low Pitch Stable, even if low Pitch
Intensity of sound
Intensity or Loudness is power per unit area. Watts/m2. As range of power values for common sounds are high, it is convenient to use log scale. The ratio of two sound pressures in decibel is frequently used: Sound Pressure Level, dB = 20 log(P1/Po)
Where P1 Sound pressure to be measured
Po Reference Sound pressure
Intensity of sound
Sound Pressure Level, dB = 20 log10 (P1/Po)
Where P1 Sound pressure to be measured Po Reference Sound pressure
When P1 = Po, log10 1 is zero, indicates 0 dB And Po cannot be zero, as dB becomes infinity.
Complex Sound Waves Very few sounds are pure. Even musical sounds contains combination of fundamental frequencies resulting in a complex or composite waveform.
Individual sine waves
The Human Ear Anatomically ear has 3 divisions: Outer Ear, Middle Ear & Inner Ear The Outer Ear:
Pinna the external part Auditory canal bayonet shaped tube 1 long & Ear drum or Tympanic membrane ( at the end of canal). Function: Collects sound energy
Human functions in Reception of Auditory signals Detection: To determine whether a given signal is present Relative discrimination: Differentiating 2 or more signals presented close together. JustNoticeable Differences (JND 60 dB above absolute threshold) Absolute Identification: Identify a particular signal Localization: Determine the direction from which the emanates from.
Sound Level
120 110 Sound Pressure Level (SPL) dB Level above which pain is felt Thunder Riveting Risk of damage Level not acceptable
90
80
60 40 20
Principles of Presentation:
Avoid extreme of auditory dimensions can startle / disrupt performance Intensity be relative to ambient noise level Use interrupted or variable signals avoid steady state or continuous signal Do not over load auditory channel can confuse the operator ( 60 signal types used in nuclear crisis