Situation Authorable Behavior Research Environment
(SABRE)
Dr. Janet Sutton, AFRL/HECS
U.S. Air Force Research Laboratory
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Why Games?Intermediate ground between real-world experience and non-interactive mediaEasy to control, replicate, manipulate, recordParticipants…
Focus on game playSuspend disbeliefAre less conscious of taking part in an experiment
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Fidelity IssueAppropriate level of fidelity
Abstract behavior = less realistic detailSpecific behavior = near real setting
Minimize differences between in-game and real world behaviors
Realistic in-game consequences of behaviorLink real world rewards to in-game performance
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Interpreting In-Game BehaviorLiteral Interpretation
Game decisions/behavior = real world decisions/behaviorDifficult to justify
Relative TendenciesUniformly observed among participants compared to general tested populationMust have comparable data
Specific instances of General BehaviorsLess specific to a particular scenarioNot dependent on comparison set
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Research DomainsDecision making (e.g., process, quality)Teams (e.g., team cognition, teamwork)LeadershipOrganizational / Military / National CultureSocial networks Individual Differences Coalition OpsAdversarial Ops . . . and more
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SABRE Development TeamBBN Technologies
Dr. David DillerDr. Alice LeungMr. Will Ferguson
U.S. Air Force Research Laboratory, Human Effectiveness Directorate, Cognitive Systems Branch
Dr. Janet SuttonDr. Rik Warren
U.S. Defense Modeling and Simulation Office
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Neverwinter NightsTM
by Bioware Inc.Interested more in cognition than motor skillsLarge set of contextsIn-game editing toolsWell-established user communityDoes not require cutting edge hardwareTime stamping, player text window logging capabilities, voice communication
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SABRE TestbedSingle, dyad, or multi-player formatNon-military or reasonable military situation
portrayalVersatility through authorable scenariosHooks to facilitate entity control by Human Behavior ModelsAutomated, central data capture at serverMultiple mechanisms for data collection:
in-game behaviors as well as out-of-game surveysFreely available to researchers and military
organizations
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Pilot Study: Using SABRE as a behavior research tool
8 American and 8 Chinese 4-person teams of studentsMethodology
In-game surveys: Demographics, gaming experience, culture/personality questionnairesThree Phases: Training, Mission Planning, Mission ExecutionDebrief survey
Lessons learned Difficulty in population samplingLearning curve was non-trivialBasic computer literacy required
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NATO Study: Assessing the impact of culture on teamworkSponsors:
NATO RTO Human Factors and Medicine Panel, HFM-138 research task groupNATO Allied Command Transformation, Concept Development & Experimentation program
Participating NationsBulgaria, Canada, Netherlands, Norway, Sweden, United States
ExperimentTitle - Leader and Team Adaptability in Multinational Coalitions (LTAMC)Variables of interest – Information sharing, situation awareness, team performanceDesign – distributed team environment, 4-person teams of military officers, designated team leaders
Part 1 – Culturally homogeneousPart 2 – Culturally heterogeneous Procedure – same as pilot study
Methodology – same as pilot study
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LTAMC Experiment Status
Part 1 – Culturally homogeneous teamsData Collection Completed: Bulgaria (8), Norway (16)In-progress: Netherlands, Sweden, U.S.
Part 2 – Culturally heterogeneous teamsData Collection Completed: 8 teams
Data analysis – May 07Reported – September 07
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Linking Results to Model Development
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Conceptual Model of C2 for SAS 050, Dr. Alberts and Dr. Hayes, Jan 05
Expanded Model: Individual Characteristics and Behaviors
Conceptual Model of C2 for SAS 050, Dr. Alberts and Dr. Hayes, Jan 05
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Expanded Model: Team Characteristics and Behaviors
Conceptual Model of C2 for SAS 050, Dr. Alberts and Dr. Hayes, Jan 05
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For more information about SABRE:http://seriousgames.bbn.com/SABRE
This Web site contains additional information about SABRE and how it is being used for experimentation.
This material is based upon work supported by the Defense Modeling and Simulation Office (DMSO) under Contract No. FA8650-04-C-6437.
Any opinions, findings and conclusions or recommendations expressed in this material are those of the [site] author(s) and do not necessarily reflect the views of DMSO or its Contracting Agent, the Air Force Research Laboratory, Wright Patterson AFB.
© 2005, 2006 BBN Technologies Corp. All rights reserved
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Backup Slides
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Culturally Based Behavior (1 of 2)Egalitarianism Status
• Self-directed
• Flexibility in roles
• OK to challenge opinion of people in power
• Enforce / follow guidelines
• Appropriate behavior for different roles
• Status and position respected
Risk Restraint• Demonstrate quick results
• Flexibility and initiative valued
• Speed valued more than thoroughness
• Spend time on background research
• Establish proper processes and systems
• Take time before making a change
Independent Interdependent
• Take more individual initiative
• Use individual decision making styles (e.g., brainstorming)
• Reward / recognize individuals
• Focus more on cooperation and group goal
• Use group decision making styles (e.g., consensus, meet before the meeting
• Reward / recognize group
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Culturally Based Behavior (2 of 2)Direct Indirect
• Carefully consider how things are said
• Avoid discussing difficulties in open forums
• Personal dignity / face issues are important
• Explicit and to the point
• Openly confront difficulties
• Constructive feedback
Task Relationship
• Move quickly to business, relationships develop alongside
• Relationships develop quickly
• Focus on what you do, achievements
• Relationship-building is a critical part of getting the job done right
• Relationships develop slowly over time
• Focus on who you are, network
Short-term Long-term• Demonstrate immediate results
• Efficiency and speed important to decision making process
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• Emphasize big picture and long-term results
• Thoroughness, consensus-building, and discussion of possible outcomes important
Behavioral Bias: Individual ProfileIndependent Interdependent
Egalitarian
Risk
Direct
Task
Short-term
Status
Restraint
Indirect
Relationship
Long-term
Copyright 2004, Meridian Resources Associates; based on the Matsumoto Self-Assessment Tool, Copyright 2004, Dr. David Matsumoto.
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Behavioral Bias: Group Profiles
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Testbed ArchitectureAnalysisToolkit
GameServer
ExperimentConstruction
Automated Scenario Modification Tools
Server
Logging DB
(MySQL)
Launcher
GameClient
JournalLog
Client
EventLog
LogDaemon
Neverwinter NightsTM
System RequirementsRequired Recommended
Processor Pentium® II 450 MHz Pentium® III 800 MHz
OS Windows 98/ME/2000SP2/XPRAM 128 MB 256 MBHard Disk ~2 GB for Full InstallationDirectX Version 8.1 (or higher)
Video Card32 MB TNT2-class OpenGL 1.2 compliant video card
NVIDIA GeForce 2/ATI Radeon
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