Projects

A summary of key projects include the following:

  • Development of a comprehensive database for current and future students in the field of Human Factors in Virtual Reality Systems.
  • Investigation into the usability and design issues involved in Integrated Virtual Battlefields.
  • Investigation into the prevalence of leadership styles in Virtual Organisations.
  • Investigation into improved interpretation, retention and application of Geographic Information. A specific application is map reading in the SANDF.
  • Investigation into issues related to Transfer of Training where use is made of computer visualization and Virtual Reality rendering techniques.
  • Investigation into alternative rendering techniques applied to Geographic Information for improved interpretation, retention and application of Geographic Information. This project is conducted in association with the Department of Geography and Environmental Studies.
  • An investigation into the Human Factors issues in Virtual Libraries and Interactive Learning and Research Environments.

Detailed discriptions of projects

Julia Muetudhana: Managerial leadership in virtual and mechanistic organizations

Julia is conducting an exploratory study on organisations and different leadership styles that prevail in these organisations. She has found that there is a great number of descriptive studies, but limited empirical research on "organisational structures".

Her research project distinguishes between the structures of mechanistic and virtual organisations and between transactional and transformational leadership. Her research is based on the assumptions that transactional leadership will be more prevalent in mechanistic systems while transformational leadership will be more prevalent in virtual organisations. These assumption are to be tested by means of a questionnaire which she has developed to measure the mechanistic and virtual structures; transactional and transformational leadership styles prevalent in these organisations.


Madia de Jager: Usability of digital battlefields

The rapid and ever increasing advances in the field of digital technology and the application thereof in information technology, culminated in the creation of realistic synthetic environments, known as Virtual Reality. Virtual Reality's potential as a medium for improvements in communication between humans and computers is receiving increased attention. Madia's research provides an overview of the importance of the inclusion of usability evaluation and engineering, highlighting the benefits associated with a user-centred human-computer design approach. In her study she reviews the characteristics of usability, specifically applicable to digital battlefields in the military. Issues addressed in her research include general user characteristics, types of tasks and characteristics thereof, applicable to synthetic environments of a military nature.

Within Madia's study the concept of digital (virtual) battlefields is used, and refers to the military use of computer-generated imaging and electronically created environments, intended for combat readiness preparation (for example as a war gaming tool). Usability is aimed at optimised system effectiveness and refers to the degree to which a system is easy to use, easy to learn, and optimised from the end-user's perspective. The goal of usability engineering and evaluation is to ensure that the system takes account of human capabilities, skills, limitations and needs. The benefits of usability engineering and evaluation include ease of learning, ease of use, technology acceptance, enhanced productivity, fewer operating errors and end-user satisfaction to facilitate overall system acceptance.


Elisca Philander: Competency investigation and transfer of training

Elisca's research is focused on a comprehensive Training Needs Analysis, based on a detailed task analysis, aimed at determining the current competency level of interpretation of Geographic Information through map reading skills in a military context. The research is also focused on ascertaining whether the current level of map reading is adequate in terms of the tasks expected. The sample consists of approximately 800 participants, from different units in the SANDF. Elisca also completed an article for publication on the potential use of virtual reality training systems to improve the transfer of training to the real world environment.


 

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