Christopher R. Hale

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The effects of smoking a cigarette or wearing a transdermal nicotine patch on mood and lexical decision-making were tested in eight smokers. Each participant was tested after 4 hours of smoking abstinence, under 4 conditions: placebo (very low nicotine) cigarette, nicotine cigarette, placebo patch, and nicotine patch. Relative to placebo, wearing the(More)
10 habitual smokers, aged 19-25 yr., were randomly assigned to smoke either a very low nicotine "Placebo" cigarette (.05-mg nicotine delivery as estimated by the FTC method) or a Nicotine cigarette (.7-mg estimated nicotine delivery). Each participant was asked to abstain from smoking for 4 to 7 hr. prior to testing. After completing a presmoking test of(More)
Explanations have become increasingly recognized as central to learning and intelligence. To explore the content and construction of human explanations, detailed protocol analyses were performed on the explanations that subjects produced while learning about a fictional system. During the system learning phase of the experiment, subjects received a series(More)
When applied in acquisition the goal of modeling and simulation is to support technology decisions. Both constructive and virtual simulations produce great quantities of data. The information derived from these data, if obtained in a clear and timely manner, can provide acquisition professionals with insight into critical issues surrounding development and(More)
Constructive simulation provides an exploratory environment for performance – effectiveness tradeoffs. However, technology trade spaces comprise many potential experiments, each containing a large sample space of experimental outcomes. Exploration of this entire space is an intractably large problem. We describe a methodology that focuses analysts only on(More)
Constructive simulation provides an exploratory environment for performance -- effectiveness tradeoffs. However, technology trade spaces comprise many potential experiments, each containing a large sample space of experimental outcomes. Exploration of this entire space is an intractably large problem. We describe a methodology that focuses analysts only on(More)
Adaptive Game-Based Training (AGBT) systems plan the content and ordering of learning opportunities to customize game-play, thereby addressing individual players’ learning needs. Determining the best combination of settings, rules, and algorithms to perform this intelligent tutoring is both complex and expensive, as it requires iteration over multiple(More)