- Research Summary
Prof. Gopher's research work is on topics of human attention and work load, training of complex skills and components of motor behavior. His research puts equal emphasis on theory and application. One focus of research has been on problems of attention overload and the processing and response limitations of humans. He proposed a conceptual framework, a theoretical model, and a methodological approach to the study of the resource and capacity limitations of humans. This work has been accompanied by the study of individual differences in attention capabilities, voluntary control of attention, and the ability to develop strategic control and attention management skills with training. Applications of this work led to a test of individual differences in selective attention, which is used in Israel and in other countries, in the context of pilot selection. Another product is a computer game based trainer, to improve the skill of attention control. This trainer has been tested and is in use in Israel and the US.
Another focus has been the study of motor behavior, with emphasis on manual control of dynamic systems and on the performance of transcription skills, such as typing and music playing. The work addressed the dimensions of proficiency in these tasks and their representation in memory. Application of this work led to the development of innovative data entry devices, replacing the standard keyboard. These devices have been incorporated in airplane cockpits, and also made a commercial product for public use.
The work on skill acquisition has focused on the components of skills, the interplay between bottom-up experience and top-down processes in the development of proficiency. An application of this theory to development of a microprocessor based trainer for teaching attention skills in flight, has been awarded the 1995 Jerome Ely award, by the US Human Factors and Ergonomics Association, for the best paper published in Human Factors during 1994. More recently the same theoretical bases has been applied to the development of a cognitive trainers for basketball named Intelligym.
Other applications are methods of investigating human factor determinants of accidents at work, human factors and safety in medical systems and human behavior in multimodal virtual reality.