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Manual Control

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MT = movement time (latency) a &b are irrelevant constants. A = distance. W= target width ... Since predictability goes down as lag increases, errors increase. ... – PowerPoint PPT presentation

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Title: Manual Control


1
Manual Control
  • chapter 10

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Intro to calculus
  • Derivatives change (subtraction)
  • 0-order position
  • 1st-order speed (change in position)
  • 1st derivative of position
  • 2nd-order acceleration (change in speed)
  • 1st derivative of speed
  • 2nd derivative of position

7
Derivatives
  • Derivative change in something per unit time

change in something
unit of time
8
Position
position p(t) p(1) 20 p(2) 28 p(3) 32,
etc
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Speed
speed s(t)
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Speed
speed s(t)
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Acceleration
acceleration a(t)
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Acceleration
acceleration a(t)
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Integration
  • Integration addition (summation)
  • So, speed at time 4 (constant acceleration
    example)
  • integrate acceleration up to time 4

15
Manual Control
  • Previously, we looked at discrete responses
  • stimulus perception decision selection
    execution
  • open loop (environmental feedback)
  • discrete movements
  • focus on response selection rather than execution
  • Manual Control focuses on response execution
  • discrete open- and closed-loop
  • continuous closed-loop responses

16
Open- Closed-loop systems
  • Closed Loop
  • Feedback based on directly measuring errors
  • That is, the action taken is dependent on the
    output of the system.
  • Output produces some error
  • Error is feedback to the system
  • next decision then takes that error into account

17
Open- Closed-loop systems
  • Closed Loop
  • Heat-seeking missile
  • Missile constantly measures source of heat.
  • Source of heat relative to heading changes,
    producing error.
  • Missile uses error to correct its course

18
Open- Closed-loop systems
  • Open Loop
  • Output of system does not affect subsequent
    actions
  • There is no feedback ballistic in nature
  • Canon example
  • Shell is fired, but it can not correct its
    course
  • Trajectory is determine by initial inputs only
  • elevation, amount of charge used, etc.

19
Discrete Movement Time
  • Fitts Law
  • Speed/accuracy trade-off for making ballistic
    (open-loop) movements
  • Only describes the latency of the movement
  • Trade-off is a function of
  • distance
  • target sizes
  • Mouse movement
  • target size size of icon
  • distance distance of mouse movement

20
Fitts Law
  • MT movement time (latency) a b are irrelevant
    constants
  • A distance
  • W target width
  • So, if target size is held constant, difficulty
    increases as distance increases.
  • Likewise, if distance is held constant,
    difficulty decreases as width increases.

Index of difficulty
21
Fitts Law
  • Why are menu bars that are placed at the top of
    the screen accessed more quickly than menu bars
    at the tops of windows?

22
Fitts Law
  • Because the menu bar is bounded at the top of the
    screen, it has infinite height.
  • Users can toss the cursor to the top while being
    confident that the pointer will not overshoot the
    menu bar.

23
Fitts Law
  • Since it is a speed-accuracy trade-off, if speed
    and target width are held constant and distance
    increases, then accuracy must decrease.
  • Fitts Law only describes the latency to initiate
    a movement, rather than speed of the movement.

24
Models of Discrete Movement
  • Movements are rarely completely ballistic in
    nature
  • even saccades can be corrected in mid-flight
  • However, the corrections take some time, and are
    not continuous.
  • If the movement is long enough, several discrete
    corrections might occur.
  • If the movement is too fast, there might not be
    enough time to make a correction.
  • Makes movements appear open-loop

25
W
A
26
Closed-loop corrections
  • How do we know if a change that occurs during a
    movement is a closed-loop correction?
  • If the calculation for the correction is made
    before the movement is initialized, the frame of
    reference for the movement will be off

E
E
E
S
S
S
Error
Closed-Loop, in-flight correction
open-Loop, pre-flight correction
Correct
27
Motor Programs Schema
  • Feedback for well-learned skills
  • Feedback is not visual, but proprioceptive or
    vestibular (motor senses)
  • tying shoe laces
  • balancing while walking
  • The pattern of desired muscle movements is stored
    in LTM and occur as an open-loop motor program.
  • Motor programs are relatively automatic and
    therefore require little attention
  • Riding a bicycle

28
Motor Programs
  • Single Response Selection
  • Each program is considered a single reponse
  • i.e., although the program consists of many
    intricate muscle movements, only the program
    itself is considered a single action
  • Each decision is considered a single action
  • i.e. Shift from 2nd to 3rd gear consists of 3
    movements
  • forward gt right gt forward

29
Motor Programs
  • Single Response Selection
  • Because each motor program is considered a single
    response, the latency for launching the program
    is unaffected by program complexity.
  • However, the complexity of making the decision
    does affect latency.

30
Motor Schemas
  • Schemas
  • Motor program implies a very consistent series of
    muscle movements.
  • What appears to be consistent is the result of
    the movements, rather than the actual movements
    themselves.
  • Example
  • signing your signature on a paper placed on a
    desk vs. a clipboard on a wall.
  • Both produce similar outcomes, but the patterns
    of muscle movements are quite different

31
Motor Schemas
  • Schemas
  • This suggests that what is being recalled from
    LTM is not an exact set of muscle commands, but a
    generic process in how to produce correct result.
  • i.e. what is stored in LTM is how the ballistic
    problem can be solved.
  • analogous to the equations for coming up with a
    firing solution.
  • given these different variables, what
    adjustments do I need to make to come up with the
    correct result?

32
The Tracking Loop
o(t)
i(t)
e(t)
f(t)
u(t)
Display
Operator
Control
System
  • Command input i(t) task demands, curve of
    road, item that needs to be tracked
  • Display e(t) display of information,
    perception
  • Human Operator f(t) decision maker,
    controller
  • Control u(t) joystick, steering wheel
  • Systrem o(t) output from machine, steering
    rack movements, elevators flaps.

33
Transfer Functions
  • Transfer Functions
  • Represent the mathematical relationship between
    input and output of the system.
  • In the case of humans, we care about u(t), or the
    position of the control.
  • That is, the result of the muscle output
    (signature), rather than the muscle outputs
    themselves.
  • Control Order
  • The number of integrations performed by the
    transfer function.

34
Two Parameters
  • Gain
  • degree of amplification (multiplication)
  • Ratio of input to output
  • Pure Gain
  • High-gain sports car steering
  • Low-gain moving van

35
Two Parameters
  • Lag
  • Pure Time Delay
  • Output is delayed, but otherwise unaltered
  • Example - simulators and video games have an
    inherent time delay(computations, refresh rate)

36
Two Parameters
  • Lag
  • Exponential Lag
  • Lag is not pure delay
  • Result appears to home in on final result
  • Early power-steering systems

37
Order and controls
  • Zero Order (Position controller)
  • Example computer mouse or graphics tablet
  • Types
  • Pure gain - (mouse speed in control panel)
  • Pure time delay - (refresh rate and processing
    time)
  • Exponential lag
  • Good For
  • Systems designed to control position precisely
  • Controllers w/o a natural zero-point

38
Order and controls
  • 1st Order (Velocity controller)
  • Single integration over time
  • Example car steering wheel
  • Angle of wheel affects the speed at which the
    heading changes.
  • Angle of wheel determines the change in heading,
    not the heading itself.
  • If the wheel is cocked 5 degrees (assume wheels
    are cocked 5 degrees)
  • Then the heading will change 5 degrees with each
    passing unit of time
  • So, heading constantly changing, even though
    control remains in a constant position.

39
Order and controls
  • Good For
  • Systems designed to control velocity (angular, in
    the case of steering a car)
  • Controllers w/ a natural zero-point
  • joysticks, steering wheels, etc.

40
Order and controls
  • 2nd Order (Acceleration controller)
  • Example car brakes or gas pedal
  • Input displacement is equal to acceleration
  • A brake pedal press 25 will slow the car down
    less than when it is pressed 75 of its travel.
  • Because of inherent inertia in the system,
    tracking tends to be unstable, often producing
    oscillations.
  • Not a big deal in the case of braking, because
    the braking point is constant and not a moving
    target.

41
Human limits in tracking
  • Processing time
  • When performing tracking, there is always some
    time delay between when an error occurs and a
    response is made.
  • Lags are shortest for 0-th and 1st-order systems
    (150-300 ms), and longer for 2nd-order (400-500).
  • These delays reflect the complexity of the
    error-correction decision.
  • Delays can lead to problems of instability,
    especially oscillatory behavior.

42
Lag and Oscillations
  • How overcorrecting oversteer leads to fishtailing

1
2
3
4
5
  • Car begins to oversteer
  • Driver countersteers to the left
  • Car straightens, but driver still counter
    steering
  • Car fishtails in opposite direction
  • Driver corrects oversteer by countersteering to
    the right.
  • rinse, repeat

43
Human limits in tracking
  • Bandwidth
  • For unpredictable signals, the upper limit for
    human tracking is 1-2 Hz (up to 2 corrective
    decisions per second).
  • If signals are predictable, number of corrections
    increases to 2-3 Hz
  • Upper-limit of Hz limited by the speed at which
    responses can be generated.
  • e.g. simple RTs (go no-go) less than 100 msec are
    considered an error
  • Choice RTs take longer than simple RTs

44
Human limits in tracking
  • Prediction and anticipation
  • When there is a lag in system output, people must
    anticipate the resulting error.
  • Example steering a ship (or a really overloaded
    shopping cart at Home Depot).
  • Inertia means that there is a lag before the
    inputs lead to a course correction.

45
Human limits in tracking
  • Prediction and anticipation
  • Inertia means that there is a lag before the
    inputs lead to a course correction.
  • So, the operator must make inputs now based on
    future errors.
  • Since predictability goes down as lag increases,
    errors increase.
  • In addition, humans are poor at perceiving
    changes in velocity (acceleration) and
    acceleration (degree of acceleration).

46
Effects of Tracking Displays
  • Preview
  • Goal is to eliminate effects of lags or
    higher-order systems
  • Preview displays help to improve input
    predictability
  • Example on a clear day, the driver can see the
    road winding ahead and has several seconds of
    preview
  • On a foggy or rainy day, that preview is reduced
  • The greater the preview (of future demands) the
    more accurate the tracking.

47
Effects of Tracking Displays
  • Output Prediction and Quickening
  • Predictive displays
  • Computer estimates future position and adds a
    symbology to the display representing this future
    position (prediction span)
  • Quickened displays
  • Same as predictive, but w/o current position

48
Future flight path based on current inputs and
system status
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