| ©1990, 1995 | section list | 5: Non-manual | overview | General Contents |
| Section 5.1 | 5.2 Choice of system subsections | Section 6.1 | ||
Some choice of experimental system needed to be made to enable the further study of this thesis. The consideration of possibilities ranged widely. For completeness, we will here briefly discuss the options examined at the time of decision, along with others, already rejected, which have been discussed more fully above. The following options for the object system are discussed here, with reference to the criteria given in the previous section:
Table 5.1 gives one-word summaries of the suitability of the options on each criterion. A question mark indicates an uncertain evaluation, and ``poss'' indicates that the relevant criterion is at least to some extent under experimental control.
A choice of implementation platform also needed to be made. This was largely dependent on the choice of object system, and will therefore be mentioned at the end of this section.
This has already been discussed above (§ 3.1), along with reasons why it is impractical to gather data from such simulators.
This system is described in a paper by Hollan, Hutchins & Weitzman [55]. The fact that there appeared to be no working versions in Britain at the time of enquiry limits this review to the contents of that paper. STEAMER is included here because it appeared at first sight to be a candidate worth considering as an experimental vehicle.
The STEAMER project was aimed at evaluating techniques for the construction of computer-based training systems. They chose a naval steam propulsion system as the domain, and constructed an ``interactive inspectable simulation'' with the aid of high-level graphics and AI tools.
About 100 diagrams both illustrate the operation of the system and its many subsystems, and provide a means of controlling the simulation. The intention was to make the simulation at least conceptually realistic, if not high-fidelity in an engineering sense. The paper does not describe in detail how to use STEAMER as a training tool: however it is fairly easy to imagine a control task being defined using STEAMER, and training being given for this.
The problems with STEAMER in the context of this thesis stem from the different motivation behind its design. It is intended to provide the kind of interface that allows trainees to develop their own mental models of what is going on. Hence there is much emphasis on the graphics, with `direct manipulation' where possible. It would appear that exploration plays a big role in the kind of training that these authors envisage. This may very well be an important part of training, but it does have a negative correlation with the definition of the task. In some ways, STEAMER could be seen as aiming at the stage of training before (and perhaps also while) definite tasks are introduced with the idea of trainees honing their skill against definite performance criteria. One can imagine trainees with STEAMER saying to themselves ``Let's see what happens if I do that'', and ``Ah! So that's how it works!'' In this context, it makes sense to provide the maximum amount of information, and undoubtedly graphical interfaces can help in this to a great extent. However, the same design philosophy does not lend itself to providing detailed feedback against external objectives. It is difficult to judge how much task definition and feedback could be introduced without having seen STEAMER at work.
STEAMER is put together using a sophisticated graphical editor designed specifically for the job. This means that, in the ways the editor permits, it would be easy to adapt the system, simplify it, or even build a new system from scratch. But the very specificity of the graphics editor, and the complexity of the system in which it is embedded, means that it would be very difficult for someone without extensive experience of that system to adapt it in any way that was not specifically envisaged by the system's designers.
The flight simulator game on the Silicon Graphics Iris 3130 takes us down in complexity and realism, but still retains enough realism for the simulator to be interesting, and naturally used as a recreation, even though, in the absence of another similar networked machine, there is no clearly defined task other than landing the aircraft in a manner as close as possible to a preset way which has a maximum score.
The level of control is almost entirely near the lowest level that one would have in an aircraft. This means that manual skill plays a large part in successful landing, as is the case in (unaided) real life. Hand-eye coordination and speed of reaction are probably both limiting factors here.
The chief positive points that this system has are firstly that it is obtainable, and secondly that there is a logging mechanism from which one can replay previous flights. However, these positive points are not strong enough to overcome the big problems that this system would encounter if used as an experimental vehicle. There are two problems with the logging mechanism. Firstly, the log files take up a very large amount of space, and it would be impractical to store more than a few on hard disk. Secondly, the log only stores the situations that occurred, not the control actions. Even if the control actions were stored, it would be difficult automatically to characterise control actions at a higher level, starting at such a low analogue level.
The best aspects of existing computer games are their good task definition and feedback. Evidently, these are important features for any game to have intrinsic appeal.
Many computer games, including all those of the `space invader' type, are heavily based on manual skill. These can immediately be written off as desirable experimental vehicles. Another category is the adventure game with verbal interaction. These are not dynamic control tasks (see above, § 1.3.1), but are of a different class which is of less interest to us here. At the time of choice, there were no obvious candidates which escaped these two complementary problems.
Another problem with commercially marketed games is that the source code is not available, and this means that the game is not adaptable, nor is any automatic logging of actions possible.
Nuclear power plants feature strongly in the literature related to HCI and complex systems (see above, § 1.2.3.2). For this reason among others, the idea of a power plant simulation was interesting. A simulation system had been set up in Denmark several years ago, called the Generic Nuclear Plant (GNP), which is a simplified version of a pressurised water reactor, designed with experiments into operator control in mind.
Enquiries for the source code revealed that it was written in Pascal, but not generally available. It was not clear whether there was any particular interactive interface already built for the GNP simulation. If not, then the task of building an interface would be not much less in scale than the task of building a whole system complete with interface. Even if an interface was built, it would be very surprising if it did not need substantial modification to provide all the facilities required for the present work.
In other respects, the task was clearly a promising one. The dynamic nature, and long time constants of the system ensure that there are no psycho-motor limits to contend with, and that the skill is more a cognitive than a motor one. But with no available complete system with interface adapted to the present experimental requirements, the idea of a nuclear power plant simulation had no particular advantage over a task that had to be constructed without the help of a target system simulation that had previously been implemented.
Having rejected the idea of nautical collision avoidance, there remained other possibilities in the same field. Mathematical simulations of some of the relevant objects were available, which would make possible reasonable realism. A task could be chosen to lie in the acceptable range of complexity, with a reasonable level of control. The interface could be designed to eliminate psycho-motor limits. Task definition, feedback and logging could be built in, and having constructed the system, adapting it would be no more difficult than necessary.
The great disadvantage was the need to implement all the software without external help, which would inevitably detract from the time available for experimentation.
An important extrinsic factor in the final decision was the fact that the area of study originally envisaged had been nautical. Resources, expertise and interest were available in this field in a way that they would not have been in another. Despite the burden of needing to implement the software, a task built from nothing appeared to be the only way of securing a suitable experimental vehicle. On these grounds, a nautical task simulation was chosen. A platform to implement the experiment then needed to be chosen.
Since the chosen task had an important spatial content good graphics were desirable, preferably colour; and good graphics primitives on a system make graphics programming less difficult. The systems that were available were the ones already used in the Simple Unstable Vehicle experiment (Chapter 4): these were various Sun workstations, and the Silicon Graphics Iris 3130 computer. Of these the Iris was clearly preferable, in virtue of its superior graphics primitives and fast dedicated graphics hardware. An added bonus was that two almost identical machines of this type operated at the Scottish HCI Centre and at YARD Ltd., and time was available on both systems for development and experimentation. No other system available at the time had the same advantages.
The choice of implementation language was restricted. Although an object-oriented approach may have been tidier, or in other ways preferable, such languages were not at the time installed on either computer. The availability of compilers at the time of writing the programs, the ability to write low-level code where necessary, and the ease of the interface with the graphics commands, all dictated that C would be the language chosen. UNIX was the operating system for the chosen workstations.
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