Warfighters are expected to detect threats by quickly observing and identifying relevant pattern changes in the environment. However, little formal and adequate experiential training exists for behavior cue detection. A technique proposed to improve these pattern recognition skills, through developing an individual’s capacity to observe and remember details, is Kim’s game. During Kim’s game, trainees must examine multiple objects for a period of time and later recall details of what was shown, by memory. Considering the U.S. Army’s focus on utilizing Simulation-Based Training to bridge the gap between traditional classroom-based and live training, this research investigated a virtual simulation of Kim’s game for pattern recognition training. The Kim’s game task involved identifying kinesic target cues (i.e., aggressiveness and nervousness) amongst non-target cues in a virtual environment. The objective for this experiment was to compare the effectiveness of two virtual simulations, the Kim’s game group and a control group, by evaluating different performance metrics of detection accuracy, response time, and false positive detection. In addition, the relationship between an Operation Span Task and performance was analyzed. A series of one-way between-groups analysis of variance revealed no significant difference in post-test performance. An examination of the percent change for the means provided insight into the post-test performance between Kim’s game and the control group. The results showed that the control group performed better than the Kim’s game group in detection accuracy, and differed at a statistically significant level for improved response time. The results of the percent change for the means also suggested that Kim’s game had a marginally greater decrease in false positive detection. Recommendations include the use of Kim’s game for enhancing memory in safety-critical domains. Ultimately, this paper seeks to explain the performance outcomes and offer insight into the advancement of human behavior cue detection research.
Investigating Performance of Kim’s Game for Behavior Cue Detection
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