©1990, 1995 Thesis overview General contents
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Chapter 6: The Sea-Searching Simulation task and first experiment

This chapter describes the construction of a nautical mine-sweeping simulation task, suitable for the desired experiments. Rule-induction was found to be a viable analytic tool enabling comparison of representations, and opening up many possibilities for deeper exploration. The methods of data preparation and analysis used, are discussed at length in this chapter.

Chapter overview and links to contents

The fundamental aim was to produce data from the human control of a reasonably complex system. The section headings are then self-explanatory.

6.1 Aims

6.2 The design and implementation of the task and interface
6.2.1 General implementation details
General structure
Time in the program
6.2.2 Description of the task
6.2.2.1 The task scenario
6.2.2.2 The simulation of the objects in the task
The umbilical cable simulation
The ship simulation
The ROV simulation
The target simulation
6.2.3 Description of the interface
Physical method of interaction
Separation of the different functions in the interface
Division of the interface into sub-displays
Figure 6.1: The interface in the first sea-searching experiment
6.2.3.1 Implementation of the interface
Structure and modifiability
Physical interaction
The help screen, etc.
6.2.3.2 Logging data and replaying runs
6.2.4 Portability

6.3 Methods and results
6.3.1 Game organisation
6.3.2 Subjects
6.3.3 Data collection
6.3.4 Analysis
6.3.4.1 Analysis of the actions
6.3.4.2 Expanding the trace files
6.3.4.3 Effecting the action changes
6.3.4.4 Selection of the desired attributes
6.3.4.5 Evaluating representation primitives using rule induction
6.3.4.6 Evidence for development of rules, and representational effects

6.4 Further discussion
6.4.1 Uncertainty in scores
6.4.2 Types of action
6.4.3 Evaluating the information provided by an interface
6.4.4 Other difficulties with representation
6.4.5 Limited nature of interesting results
6.4.6 Need for further experiments

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