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Dive into the research topics where Anastacia MacAllister is active.

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Featured researches published by Anastacia MacAllister.


artificial intelligence in education | 2018

Creating a Team Tutor Using GIFT

Stephen B. Gilbert; Anna Slavina; Michael C. Dorneich; Anne M. Sinatra; Desmond Bonner; Joan H. Johnston; Joseph Holub; Anastacia MacAllister; Eliot Winer

With the movement in education towards collaborative learning, it is becoming more important that learners be able to work together in groups and teams. Intelligent tutoring systems (ITSs) have been used successfully to teach individuals, but so far only a few ITSs have been used for the purpose of training teams. This is due to the difficulty of creating such systems. An ITS for teams must be able to assess complex interactions between team members (team skills) as well as the way they interact with the system itself (task skills). Assessing team skills can be difficult because they contain social components such as communication and coordination that are not readily quantifiable. This article addresses these difficulties by developing a framework to guide the authoring process for team tutors. The framework is demonstrated using a case study about a particular team tutor that was developed using a military surveillance scenario for teams of two. The Generalized Intelligent Framework for Tutoring (GIFT) software provided the team tutoring infrastructure for this task. A new software architecture required to support the team tutor is described. This theoretical framework and the lessons learned from its implementation offer conceptual scaffolding for future authors of ITSs.


Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2016

The Challenges of Building Intelligent Tutoring Systems for Teams

Desmond Bonner; Stephen B. Gilbert; Michael C. Dorneich; Eliot Winer; Anne M. Sinatra; Anna Slavina; Anastacia MacAllister; Joseph Holub

Intelligent Tutoring Systems have been useful for individual instruction and training, but have not been widely created for teams, despite the widespread use of team training and learning in groups. This paper reviews two projects that developed team tutors: the Team Multiple Errands Task (TMET) and the Recon Task developed using the Generalized Intelligent Framework for Tutoring (GIFT). Specifically, this paper 1) analyzes why team tasks have significantly more complexity than an individual task, 2) describes the two team-based platforms for team research, and 3) explores the complexities of team tutor authoring. Results include a recommended process for authoring a team intelligent tutoring system based on our lessons learned that highlights the differences between tutors for individuals and team tutors.


electronic imaging | 2017

Comparison of a Virtual Game-Day Experience on Varying Devices

John W. V. Miller; Holly Baiotto; Anastacia MacAllister; Melynda Tess Hoover; Gabriel Evans; Jonathan Schlueter; Vijay Kalivarapu; Eliot Winer

Collegiate athletics, particularly football, provide tremendous value to schools through branding, revenue, and publicity. As a result, extensive effort is put into recruiting talented students. When recruiting, home games are exceptional tools used to show a schools unique game-day atmosphere. However, this is not a viable option during the offseason or for off-site visits. This paper explores a solution to these challenges by using virtual reality (VR) to recreate the game-day experience. The Virtual Reality Application Center in conjunction with Iowa State University (ISU) athletics, created a VR application mimicking the game-day experience at ISU. This application was displayed using the worlds highest resolution six-sided CAVETM, an Oculus Rift DK2 computer-driven head mounted display (HMD) and a Merge VR smart phone-driven HMD. A between-subjects user study compared presence between the different systems and a video control. In total, 82 students participated, indicating their presence using the Witmer and Singer questionnaire. Results revealed that while the CAVETM scored the highest in presence, the Oculus and Merge only experienced a slight drop compared to the CAVETM. This result suggests that the mobile ultra-low-cost Merge is a viable alternative to the CAVE TM and Oculus for delivering the game-day experience to ISU recruits.


Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2017

Operationalizing the C’s of Teamwork in an Intelligent Tutoring System

Desmond Bonner; Kaitlyn Ouverson; Stephen B. Gilbert; Michael C. Dorneich; Eliot Winer; Anne M. Sinatra; Anastacia MacAllister; Adam Kohl

One of the difficulties in creating a team-focused intelligent tutoring system (ITS) is defining the measures used to assess the team’s performance. While the team research literature offers nine C’s of teamwork to consider, e.g., cooperation, communication, etc., it can also be difficult to implement these in real-world practice. This paper reviews the approach used in three team ITSs in which the C’s were used, offering guidance for future implementation of team tutors.


electronic imaging | 2015

Game-day football visualization experience on dissimilar virtual reality platforms

Vijay Kalivarapu; Anastacia MacAllister; Melynda Tess Hoover; Shubang Sridhar; Jonathan Schlueter; Anthony Civitate; Phillip Thompkins; Jesse Smith; Janae Hoyle; James H. Oliver; Eliot Winer; Gerrit Chernoff

College football recruiting is a competitive process. Athletic administrations attempt to gain an edge by bringing recruits to a home game, highlighting the atmosphere unique to campus. This is however not always possible since most recruiting efforts happen off-season. So, they relate the football game experience through video recordings and visits to football facilities. While these substitutes provide a general idea of a game, they cannot capture the feeling of playing while cheered on by a crowd of 55,000 people. To address this challenge and improve the recruitment process, the Iowa State University (ISU) athletic department and the Virtual Reality Applications Center (VRAC) teamed up to build an alternative to the game-day experience using the world’s highest resolution six-sided virtual reality (VR) environment - the C6, and a portable low-cost head-mounted display (HMD) system. This paper presents techniques used in the development of the immersive and portable VR environments followed by validation of the work through quantifying immersion and presence through a formal user study. Results from the user study indicate that both the HMD and C6 are an improvement over the standard practice of showing videos to convey the atmosphere of an ISU Cyclone football game. In addition, both the C6 and HMD were scored similar in immersion and presence categories. This indicates that the low-cost portable HMD version of the application produces minimal trade off in experience for a fraction of the cost.


electronic imaging | 2016

Implementing Native Support for Oculus and Leap Motion in a Commercial Engineering Visualization and Analysis Platform

Anastacia MacAllister; Tsung-Pin Yeh; Eliot Winer

While previous research in academia points to the ability of Natural User Interfaces (NUIs) and low-cost display devices to help users better understand a design, there does not exist much research on how these devices can be integrated into existing legacy code used by engineering and design firms. The lack of commercial engineering software that integrates NUIs and low-cost display devices, like the Oculus Rift, can be attributed to the fast changing device market and the lack of awareness many engineering software makers show in emerging interaction paradigms. The lack of work in the area of integrating low-cost immersion devices into commercial software creates a barrier for adoption of these new devices and interaction paradigms. The work presented in this paper details a proof of concept system integrating the Leap Motion and Oculus Rift, into a commercial engineering visualization and analysis package called Siemens’ Teamcenter® Lifecycle Visualization Mockup (Mockup). Based on the recorded performance data, hooking up both the Leap and the Oculus results in a frame rate of around 30 frame per second. Indicating that these two devices together can provide real time, fluid interaction in a commercial engineering platform.


ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference | 2014

A Natural User Interface for Immersive Design Review

Anastacia MacAllister; Eliot Winer; Tsung-Pin Yeh; Daniel Seal; Grant Degenhardt

As markets demand engineered products faster, waiting on the cyclical design processes of the past is not an option. Instead, industry is turning to concurrent design and interdisciplinary teams. When these teams collaborate, engineering CAD tools play a vital role in conceptualizing and validating designs. These tools require significant user investment to master, due to challenging interfaces and an overabundance of features. These challenges often prohibit team members from using these tools for exploring alternatives. This paper presents a method allowing users to interact with a design using intuitive gestures and head tracking, all while keeping the model in a CAD format. Specifically, Siemens’ Teamcenter® Lifecycle Visualization Mockup (Mockup) was used to display the design geometry while modifications were made through a set of gestures captured by a Microsoft Kinect™ in real time. This proof of concept program allowed a user to rotate the scene, activate Mockup’s immersive menu, move the immersive wand, and manipulate the view based on head position. The result is an immersive user-friendly low cost platform for interdisciplinary design review.Copyright


Archive | 2014

Fusing Self-Reported and Sensor Data from Mixed-Reality Training

Trevor Richardson; Stephen B. Gilbert; Joseph Holub; Frederick Thompson; Anastacia MacAllister; Rafael Radkowski; Eliot Winer


Archive | 2016

The Hidden Challenges of Team Tutor Development

Desmond Bonner; Anna Slavina; Anastacia MacAllister; Joseph Holub; Stephen B. Gilbert; Anne M. Sinatra; Michael C. Dorneich; Eliot Winer


electronic imaging | 2018

Evaluating Commodity Hardware and Software for Virtual Reality Assembly Training

Emma R. Dodoo; Brittney Hill; Austin Garcia; Adam Kohl; Anastacia MacAllister; Jonathan Schlueter; Eliot Winer

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Adam Kohl

Iowa State University

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