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Title:      TRUST IN SYNTHETIC TRAINING ENVIRONMENTS: APPLICATIONS FOR MILITARY SOLDIERS
Author(s):      Michael Boyce, Ericka Rovira, Joshua Rea, Payton Rengel, John Emezie, Christian Ackerman and Camilla Knott
ISBN:      978-989-8533-91-3
Editors:      Katherine Blashki and Yingcai Xiao
Year:      2019
Edition:      Single
Keywords:      Augmented Reality, Virtual Reality, Training, Military, Usability, Trust, Individual Differences
Type:      Short Paper
First Page:      368
Last Page:      372
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Familiaritywith simulations and game-based environments, including the use of technologies like Augmented Reality (AR) and Virtual Reality in which these games are played, may make young Soldiers more willing to use training approaches that leverage the use of gaming technologies. The goal is to introduce sophisticated training technologies and to use technological developments to tailor training to Soldier needs. AR/VR technologies have been identified as a low-cost solution to enhance training. However, little is known about the impact of AR/VR technology system reliability as well as how best to use VR for training. Decades of human automation interaction research suggests that technology reliability impacts trust in the system which then impacts SA and task performance. An understanding of how trust in VR interplays with performance outcomes is critical for enhancing Soldier performance with VR technology. Concurrently, individual differences will impact responses to new technologies and should therefore be accounted for in the introduction of new forms of technology and training. Thus there is a need to understand (1) the impact of trust in VR-based training on training objectives, e.g., situational awareness (SA) or performance, given challenges with reliability of the technology, and (2) how to optimize the use of VR given individual differences in trust in technology. Thirty-six participants volunteered and participated in a single factor three level within subjects design tactical mission simulation. Results indicate less trust with Microsoft HaloLens technology as compared to a tablet or ARES table.
   

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