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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>AT</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Supervised Task Performance of an Autonomous UAV Swarm, Supporting and Implementing Fire-Fighting Procedures?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sascha Hornauer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Frische</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andreas Ludtke</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jurgen Sauer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Carl-von-Ossietzky University of Oldenburg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Informatics</institution>
          ,
          <addr-line>Oldenburg</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <volume>15</volume>
      <fpage>15</fpage>
      <lpage>16</lpage>
      <abstract>
        <p>Currently, it is not well understood, how and to what extent a swarm of agents, performing a task, bene ts from supervision and guidance by a human operator. At the same time it is considered vital to keep a human operator in the loop to make informed decisions and improve the behaviour of agents in situations which can not be anticipated beforehand. There are investigations into human agent interaction, which mainly focus on aspects as the design of a graphical user interface or the optimisation of the behaviour of the agents [1]. In similar work, the way to exercise control is often chosen arbitrarily, focused on the research question at hand. We present a framework for the comparative evaluation of ways of interaction, varying in autonomy and automation according to established taxonomies [2], which was developed and tested as part of a diploma thesis. As a result we seek to devise general principles when designing ways of interaction, to anticipate repercussions in the task performance of a controlled swarm of agents.</p>
      </abstract>
      <kwd-group>
        <kwd>Unmanned Aerial Vehicles</kwd>
        <kwd>Swarm Behaviour</kwd>
        <kwd>Human Computer Interaction</kwd>
        <kwd>Level of Autonomy</kwd>
        <kwd>Level of Automation</kwd>
        <kwd>Operator Workload</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        How ways of interactions can be developed and their in uence on task
performance has been researched by studying agents which y models of unmanned
aerial vehicles (UAVs) in a ight simulator, to observe their interaction with a
model of an operator while working on a task. A framework was implemented to
simulate both the UAVs and the operator to develop various ways of interaction
and assess their impact on the performance in a re ghting scenario.
The agents were designed to exhibit a self-organising swarm behaviour to supply
a high degree of autonomy, while in some scenarios the modelled UAVs were
allowed to detach from the swarm and y more independently. The behaviour
was implemented according to a concept, investigated by C.W. Reynolds, where
UAVs choose their heading and airspeed depending on vectors which direction
and length are calculated based on their neighbours' positions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The objective
for each UAV was to extinguish every single re known before deployment or
hidden ones which were revealed during the ight.
4
      </p>
    </sec>
    <sec id="sec-2">
      <title>Results</title>
      <p>A conducted evaluation, using the framework, showed it is possible to trace
aspects of the task performance back to design decisions for ways of interactions.
In most of the classes of the conducted experiments, the explored area, the
time and distance needed, and the number of times where the operator had to
interact, varied signi cantly. Waypoint based approaches lead to detours and
consequently to a slower task performance, however, the distance own could
be anticipated beforehand because of a very small variation between individual
UAVs. In contrast, another approach relied heavily on the operator to select
the order of res to be extinguished and so favoured experienced operators.
In small groups of agents this approach lead to good results because of the
parallel task execution and direct ight routes. Furthermore, in order to scale
the applicability to a greater number of agents another approach was developed
where the operator only agreed or revised a planned order by the system. This
approach could be shown to perform for the most part indistinguishable, while
it needed only one a rmation for each planned order of res for each UAV, thus
reducing the total amount of interactions.
5</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>The requirements of the scenario and the experience of the operator have to be
taken into account while designing a way of interaction. The developed
framework can be used to devise and evaluate various ways of interaction and
anticipate shortcomings and bene ts. This can contribute to any research where
human interaction with a group of agents is an elementary part. Because of the
adjustable scenario, the research ndings are also important in search and rescue
situations as well as during the development of any UAV Ground Station.</p>
    </sec>
  </body>
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</article>