3 resultados para man-machine interface

em University of Queensland eSpace - Australia


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The road to electric rope shovel automation is marked with technological innovations that include an increase in operational information available to mining operations. The CRCMining Shovel Operator Information System not only collects machine operational data but also provides the operator with knowledge-of-performance and influences his/her performance to achieve higher productivity with reduced machine duty. The operator’s behaviour is one of the most important aspects of the man-machine interaction to be considered before semi- or fully-automated shovel systems can be realised. This paper presents the results of the rope shovel studies conducted by CRCMining between 2002 and 2004, provides information on current research to improve shovel performance and briefly discusses the implications of human-system interactions on future designs of autonomous machines.

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Users of safety-critical systems are expected to effectively control or monitor complex systems, with errors potentially leading to catastrophe. For such systems, safety is of paramount importance and must be designed into the human-machine interface. While many case studies show how inadequate design practice led to poor safety and usability, concrete guidance on good design practices is scarce. The paper argues that the pattern language paradigm, widely used in the software design community, is a suitable means of documenting appropriate design strategies. We discuss how typical usability-related properties (e.g., flexibility) need some adjustment to be used for assessing safety-critical systems, and document a pattern language, based on corresponding "safety-usability" principles

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Pac-Man is a well-known, real-time computer game that provides an interesting platform for research. We describe an initial approach to developing an artificial agent that replaces the human to play a simplified version of Pac-Man. The agent is specified as a simple finite state machine and ruleset. with parameters that control the probability of movement by the agent given the constraints of the maze at some instant of time. In contrast to previous approaches, the agent represents a dynamic strategy for playing Pac-Man, rather than a pre-programmed maze-solving method. The agent adaptively "learns" through the application of population-based incremental learning (PBIL) to adjust the agents' parameters. Experimental results are presented that give insight into some of the complexities of the game, as well as highlighting the limitations and difficulties of the representation of the agent.