The Training Research and Applied Cognitive Engineering laboratory focuses on utilizing cutting edge technology and science for applied training and assessment across military, medical, and civilian domains. Many of our systems use augmented reality (AR) technology to create effective training protocols. Our mission is to continue to advance the field of human factors through continued applied work in real world operational environments. We work with local and national organizations to help them solve their training, teamwork, and assessment needs through the application of experimental psychology and human factors.
TRACE Lab is involved in a multitude of human factors projects. Current funded projects include a set of research lines examining the effects of Augmented Reality (AR) for training in medical, military, and consumer systems; research examining information exchange via handoffs between pediatric hospitalists; and research examining the human factors needs in pre-hospital emergency care.
TRACE Laboratory is proud of its sponsors and academic/industry partners:
Sponsor Name: Optek/Fretlight Music Systems, Inc. – Project Name: Examining the effects of an augmented reality guitar learning system
Sponsor Name: Blue Cross Blue Shield – Project Name: Determining Optimal Handoff Protocols for the Transition of Patient Care
Partner Name: Army Research Laboratory Night Vision Electronics Sensors Directorate - Project Name: Examining the efficacy of augmented reality for Combat Identification Training
Wichita State University Undergraduate Student Research Grant
Title: Investigating the Efficacy of Augmented Reality Training for Combat Identification Tasks, $1,000
Role: Faculty Advisor
Blue Cross Blue Shield Kansas City Area Life Sciences Institute
Project Title: Determining Optimal Handoff Protocols for the Transition of Patient Care, $50,000
Keebler, J.R., Wiltshire, T.J., Smith, D.C., Fiore, S.M., & Bedwell, J.S. (2014) Shifting the paradigm of music instruction: implications of embodiment stemming from an augmented reality guitar learning system. Front. Psychol. 5:471. doi: 10.3389/fpsyg.2014.00471
Keebler, J.R., Jentsch, F., & Schuster, D. (2014). The effects of video game experience and active stereoscopy on performance in combat identification tasks. Journal of the Human Factors and Ergonomics Society.
Bohil, C.J., Higgins, N.A., & Keebler, J.R. (2014). Predicting and interpreting identification errors in military vehicle training using multidimensional scaling. Ergonomics. DOI: 10.1080/00140139.2014.899631
Keebler, J.R., Dietz, A.S., Lazzara, E.H., Benishek, L., Toor, P., Almeida, S., King, H., & Salas, E. (2014). Validation of a team perceptions measure to increase patient safety. British Medical Journal: Quality and Safety. doi:10.1136/bmjqs-2013-001942
Keebler, J.R., Jentsch, F., Sciarini, L.W., & Fincannon, T. (2013). Using physical 3D objects as training media for military vehicle identification. Journal of Ergonomics, 3(112), 1-5. Doi: 10.4172/2165-7556.1000112
Fincannon, T., Keebler, J. R., Jentsch, F., & Curtis, M. (2013). The influence of camouflage, obstruction, familiarity, and spatial ability on target identification from an unmanned ground vehicle. Ergonomics, 56(5): 739-751.
Dr. Joseph R. Keebler
428 Jabara Hall
447 Jabara Hall
447 Jabara Hall
TRACE Lab, 2012
From left to right: Training Simulation; Participant interacting with an Augmented Reality vehicle