An example of variable levels of detail for object-based decomposition in J-MASS

J. E. Kester
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Abstract

In an object-based modeling system such as the Joint Modeling and Simulation System (J-MASS), software objects are selected to represent items in the real world. An item model reflects, at implementation, compromises among the realism needed to reach a simulation goal, the data and algorithms available to capture desired behaviors in software. And the desired throughput of the simulations in which the item model will run. Other weighting factors for design choices are possible based on the client, the budget, and the development schedule. This paper describes the object decomposition of the human operator portion of some large complex system, perhaps an aircraft, a nuclear power plant, or a subway train. By assuming that the human operator has both an active role (follows a plan) and a reactive role (responds to cues from the workplace), and also that operator responses to the external world are predominantly indirect (sending a message, pressing a switch, setting a new number), one can identify and map out some of the objects found in the operator part of a human-managed complex machine. The main focus of the discussion is on the process and criteria for selecting objects at several levels of detail based on simulation goals and costs. The "penalties" incurred by choosing a coarse level of detail as opposed to a fine level of detail are noted. The paper also addresses some basic issues, including perception versus ground truth, repetitive tasks versus interruptions, and handling of human factor phenomena such as task saturation and fatigue.
J-MASS中基于对象的分解的可变细节层次的一个例子
在基于对象的建模系统中,如联合建模与仿真系统(J-MASS),选择软件对象来表示现实世界中的项目。项目模型在实现时反映了实现仿真目标所需的真实感、可用于在软件中捕获所需行为的数据和算法之间的折衷。以及项目模型将在其中运行的仿真的期望吞吐量。设计选择的其他加权因素可能基于客户、预算和开发进度。本文描述了一些大型复杂系统(可能是飞机、核电站或地铁列车)中人类操作员部分的对象分解。假设人类操作员具有主动角色(遵循计划)和被动角色(响应来自工作场所的提示),并且操作员对外部世界的反应主要是间接的(发送消息,按下开关,设置新号码),人们可以识别并绘制出在人类管理的复杂机器的操作员部分中发现的一些对象。讨论的主要焦点是在基于仿真目标和成本的几个细节级别上选择对象的过程和标准。注意到选择粗糙的细节水平而不是精细的细节水平所带来的“惩罚”。本文还讨论了一些基本问题,包括感知与基本事实,重复任务与中断,以及处理任务饱和和疲劳等人为因素现象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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