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1.
M Akamatsu 《Ergonomics》1992,35(5-6):647-660
Adaptation experiments in shape tracing were conducted to investigate finger and eye movements in various conditions of visual and tactile information. Maximum velocity, mean velocity, maximum acceleration and reacceleration point were calculated from finger movements. Number of eye fixations and lead time of eye fixation to finger position were calculated from eye movements. The results showed that for the finger movement the values of the indices studied were higher in the combined visual and tactile condition than in the visual only condition. The number of eye fixations decreased when subjects repeated the tracing and was more marked in the combined visual and tactile condition than in the visual only condition. The results suggest that finger movements become faster and use of vision is reduced when both visual and tactile information are given.  相似文献   

2.
《Ergonomics》2012,55(12):1667-1681
Abstract

This study employed an eye-tracking technique to investigate the influence of social presence on eye movements in visual search tasks. A total of 20 male subjects performed visual search tasks in a 2 (target presence: present vs. absent) × 2 (task complexity: complex vs. simple) × 2 (social presence: alone vs. a human audience) within-subject experiment. Results indicated that the presence of an audience could evoke a social facilitation effect on response time in visual search tasks. Compared with working alone, the participants made fewer and shorter fixations, larger saccades and shorter scan path in simple search tasks and more and longer fixations, smaller saccades and longer scan path in complex search tasks when working with an audience. The saccade velocity and pupil diameter in the audience-present condition were larger than those in the working-alone condition. No significant change in target fixation number was observed between two social presence conditions.

Practitioner Summary: This study employed an eye-tracking technique to examine the influence of social presence on eye movements in visual search tasks. Results clarified the variation mechanism and characteristics of oculomotor scanning induced by social presence in visual search.  相似文献   

3.
Human sensory inputs and motor outputs mutually affect one another. We pursue the idea that a tactile interface can influence human motor outputs by intervening in sensory–motor relationships. This study focuses on the shear deformation of a finger pad while a person traces a line or circle. During these tracing movements, the finger pads were deformed using a tactile interface. The tracing distances increased when the finger pad deformations were amplified by the tactile interface, which indicates that the intervention in the haptic sensorimotor loop affected the tracing movements. Elucidation of such interaction between the tracing movements and the shear deformations of finger pads enhances the understanding of human-assistive haptic techniques.  相似文献   

4.
《Ergonomics》2012,55(7):789-799
Abstract

The purpose of this study was to provide a basis for improving individual visual performance of inspectors. The relationship between the correct count rate and eye movements of subjects when they counted dots arranged on samples presented for different lengths of time were analysed mainly to determine individual differences. Subjects' eye movements were measured with a corneal reflectance eye camera and analysed frame by frame with a video motion analyser. It was found that accuracy of visual inspection does not depend on length of search time and that a fast search time is not incompatible with a slow search speed. Furthermore, fixation time and number of fixations were considered the main factors governing accuracy of visual inspection. When limited time is allowed for search, a search strategy of prolonging the fixation time leads to high performance and consequently shorter inspection time. Several other findings were obtained which appear important in obtaining accurate information rapidly.  相似文献   

5.
《Ergonomics》2012,55(5-6):607-615
Abstract

The measurement system for quantitative analysis of eye movements and distribution of eye fixation points was developed through the study. Experiments on physiological fatigue characteristics of eye movements were studied using the system. The subjects involved in the study were six young males. No significant change was quantitatively found in saccadic eye movements during and/or after five hours of rapid eye tracking tasks. The saccadic velocity of two subjects were found in binocular decreased temporarily. The maximum velocity of eye movements obtained in the present experiment was ascertained in order to produce a scale for various visual work as an ergonomic index.  相似文献   

6.
《Ergonomics》2012,55(11):1871-1884
Abstract

This paper reports on two experiments in which subjects' eye movement behaviour was monitored while they searched for target information in colour coded and monochrome horizontal situation indicator (HSI) displays. The first experiment required subjects to locate and report alphanumeric information associated with the active waypoint on the displayed flightpath. Initial fixations in the display were more accurately directed to the target information when it was redundantly colour coded compared with when it was coded by shape and relative positional codes. Fewer fixations and a shorter time were required to locate the colour coded target and verbally report the relevant information. The time advantage of colour coded displays compared with monochrome displays was greatest for visually cluttered displays. In the second study there was no advantage of a coloured display when the task was to count all the displayed waypoint symbols on the flight path. The lack of any benefit for colour coding was a result of waypoint symbols having strong positional predictability due to their relationship to the displayed flightpath in both the colour and monochrome displays. The implication from these results is that colour coded information confers an advantage over a spatial code for targets at unknown spatial location but less benefit when target location can be predicted by other visual cues.  相似文献   

7.
《Ergonomics》2012,55(7):874-894
During laparoscopic surgery video images are used to guide the movements of the hand and instruments, and objects in the operating field often obscure these images. Thus, surgeons often rely heavily on tactile information (sense of touch) to help guide their movements. It is important to understand how tactile perception is affected when using laparoscopic instruments, since many surgical judgements are based on how a tissue ‘feels’ to the surgeon, particularly in situations where visual inputs are degraded. Twelve naïve participants used either their index finger or a laparoscopic instrument to explore sandpaper surfaces of various grits (60, 100, 150 and 220). These movements were generated with either vision or no vision. Participants were asked to estimate the roughness of the surfaces they explored. The normal and tangential forces of either the finger or instrument on the sandpaper surfaces were measured. Results showed that participants were able to judge the roughness of the sandpaper surfaces when using both the finger and the instrument. However, post hoc comparisons showed that perceptual judgements of surface texture were altered in the no vision condition compared to the vision condition. This was also the case when using the instrument, compared to the judgements provided when exploring with the finger. This highlights the importance of the completeness of the video images during laparoscopic surgery. More normal and tangential force was used when exploring the surfaces with the finger as opposed to the instrument. This was probably an attempt to increase the contact area of the fingertip to maximize tactile input. With the instrument, texture was probably sensed through vibrations of the instrument in the hand. Applications of the findings lie in the field of laparoscopic surgery simulation techniques and tactile perception.  相似文献   

8.
During laparoscopic surgery video images are used to guide the movements of the hand and instruments, and objects in the operating field often obscure these images. Thus, surgeons often rely heavily on tactile information (sense of touch) to help guide their movements. It is important to understand how tactile perception is affected when using laparoscopic instruments, since many surgical judgements are based on how a tissue 'feels' to the surgeon, particularly in situations where visual inputs are degraded. Twelve na?ve participants used either their index finger or a laparoscopic instrument to explore sandpaper surfaces of various grits (60, 100, 150 and 220). These movements were generated with either vision or no vision. Participants were asked to estimate the roughness of the surfaces they explored. The normal and tangential forces of either the finger or instrument on the sandpaper surfaces were measured. Results showed that participants were able to judge the roughness of the sandpaper surfaces when using both the finger and the instrument. However, post hoc comparisons showed that perceptual judgements of surface texture were altered in the no vision condition compared to the vision condition. This was also the case when using the instrument, compared to the judgements provided when exploring with the finger. This highlights the importance of the completeness of the video images during laparoscopic surgery. More normal and tangential force was used when exploring the surfaces with the finger as opposed to the instrument. This was probably an attempt to increase the contact area of the fingertip to maximize tactile input. With the instrument, texture was probably sensed through vibrations of the instrument in the hand. Applications of the findings lie in the field of laparoscopic surgery simulation techniques and tactile perception.  相似文献   

9.
Abstract

This research investigated controller’ situation awareness by comparing COOPANS’s acoustic alerts with newly designed semantic alerts. The results demonstrate that ATCOs’ visual scan patterns had significant differences between acoustic and semantic designs. ATCOs established different eye movement patterns on fixations number, fixation duration and saccade velocity. Effective decision support systems require human-centered design with effective stimuli to direct ATCO’s attention to critical events. It is necessary to provide ATCOs with specific alerting information to reflect the nature of the critical situation in order to minimise the side effects of startle and inattentional deafness. Consequently, the design of a semantic alert can significantly reduce ATCOs’ response time, therefore providing valuable extra time in a time-limited situation to formulate and execute resolution strategies in critical air safety events. The findings of this research indicate that the context-specified design of semantic alerts could improve ATCO’s situational awareness and significantly reduce response time in the event of Short Term Conflict Alert (STCA) activation which alerts to two aircraft having less than the required lateral or vertical separation.

Practitioner Summary: Eye movements are closely linked with visual attention and can be analysed to explore shifting attention whilst performing monitoring tasks. This research has found that context-specific designed semantic alerts facilitated improved ATCO cognitive processing by integrating visual and auditory resources. Semantic designs have been demonstrated to be superior to acoustic design by directing the operator’s attention more quickly to critical situations.Abbreviations: APW: area proximity warning; ASRS: aviation safety reporting system; ATC: air traffic control; ATCO: air traffic controller; ATM: air traffic management; COOPANS: cooperation between air navigation service providers; HCI: human-computer interaction; IAA: irish aviation authority; MSAW: minimum safe altitude warning; MTCD: medium-term conflict detection; SA: situation awareness; STCA: short term conflict alert; TP: trajectory prediction  相似文献   

10.
The aim of this study was to assess and improve how recyclers (individuals carrying out the task of recycling) make use of visual cues to carryout recycling tasks in relation to ‘recycling chimneys’ (repositories for recycled waste). An initial task analysis was conducted through an activity sampling study and an eye tracking experiment using a mobile eye tracker to capture fixations of recyclers during recycling tasks. Following data collection using the eye tracker, a set of recommendations for improving information representation were then identified using the widely researched skills, rules, knowledge framework, and for a comparative study to assess the performance of improved interfaces for recycling chimneys based on Ecological Interface Design principles.

Practitioner Summary: Information representation on recycling chimneys determines how we recycle waste. This study describes an eco-ergonomics-based approach to improve the design of interfaces for recycling chimneys. The results are valuable for improving the performance of waste collection processes in terms of minimising contamination and increasing the quantity of recyclables.  相似文献   

11.
《Ergonomics》2012,55(5):692-700
Abstract

In this study, we examined how spatially informative auditory and tactile cues affected participants’ performance on a visual search task while they simultaneously performed a secondary auditory task. Visual search task performance was assessed via reaction time and accuracy. Tactile and auditory cues provided the approximate location of the visual target within the search display. The inclusion of tactile and auditory cues improved performance in comparison to the no-cue baseline conditions. In comparison to the no-cue conditions, both tactile and auditory cues resulted in faster response times in the visual search only (single task) and visual–auditory (dual-task) conditions. However, the effectiveness of auditory and tactile cueing for visual task accuracy was shown to be dependent on task-type condition. Crossmodal cueing remains a viable strategy for improving task performance without increasing attentional load within a singular sensory modality.

Practitioner Summary: Crossmodal cueing with dual-task performance has not been widely explored, yet has practical applications. We examined the effects of auditory and tactile crossmodal cues on visual search performance, with and without a secondary auditory task. Tactile cues aided visual search accuracy when also engaged in a secondary auditory task, whereas auditory cues did not.  相似文献   

12.
Shinar D 《Human factors》2008,50(3):380-384
OBJECTIVE: To describe the impact of Rockwell's early eye movements research. BACKGROUND: The advent of a new technology enabling measurements of eye movements in natural environments launched the seminal research of a Human Factors pioneer, Tom Rockwell, into how drivers process visual information. METHOD: In two seminal Human Factors articles -"Mapping Eye-Movement Pattern to the Visual Scene in Driving: An Exploratory Study" (Mourant & Rockwell, 1970) and "Strategies of Visual Search by Novice and Experienced Drivers" (Mourant & Rockwell, 1972)- Rockwell and his student, Ron Mourant, examined drivers' eye movements in naturalistic driving environments. RESULTS: The analyses of the visual fixations revealed systematic relationships between the sources of information the drivers needed to drive safely and the spatial distributions of their visual fixations. In addition, they showed that as drivers gain skill and experience, their pattern of fixations changes in a systematic manner. CONCLUSIONS: The research demonstrated that fixations and saccadic eye movements provide important insights into drivers' visual search behavior, information needs, and information acquisition processes. APPLICATION: This research has been a cornerstone for a myriad of driving-related studies, by Rockwell and other researchers. Building on Rockwell's pioneering work, these studies used eye-tracking systems to describe cognitive aspects of skill acquisition, and the effects of fatigue and other impairments on the process of attention and information gathering. A novel and potentially revolutionary application of this research is to use eye movement recordings for vehicle control and activation of in-vehicle safety systems.  相似文献   

13.
Abstract

This article reviews aspects of visual search in relation to computer visual display units. Theoretical issues such as eye movements in visual search are discussed as well as practical examples such as the role of array shape, the benefits of cursor-presented status (insert vs overtype) information, conspicuity of peripherally presented information, and possible benefits of anti-aliased fonts. In association with the four experiments relating to these aspects, the respective follow-up eye movement monitoring studies are also described as these allowed quantification of what otherwise might only have been inferred. The review concludes with four major recommendations. First, much scope remains for exploring the optimization of status (e.g., cursor-presented) information. Second, it would be worth exploring whether icons, like verbal labels, are susceptible to an array shape effect. Third, further work is required (e.g. in the possible role of articulatory differences) in accounting for the ease of locatability of icons over words. Fourth, spatial frequency analysis seems likely to be a major research field over the next decade.  相似文献   

14.
The goal of this study is to examine the effects of time pressure and feedback on learning performance, as mediated by eye movement. Time pressure is one of main causes of human error in the workplace. Providing participants with feedback about their performance before task completion has been shown to reduce human error in diverse domains. Since both time pressure and feedback induce motivation, which is closely related to attention, we measured participants' eye movements to trace their attention and information acquisition coupled with a visual display. Time-to-deadline (long and short) and the presence of feedback were the independent factors used while measuring participants’ performance and eye movements as they learned new information about the subject of project management and answered multiple-choice questions via self-paced online learning systems. Using structural equation modeling, we found a mediating effect of eye movement on the relationships among time-to-deadline, feedback, and learning performance. Insufficient time-to-deadline accelerated the number of fixations on the screen, which resulted in longer task completion times and increased correct rates for participants learning about project management. The models in this study suggest the possibility of predicting performance from eye movement under time-to-deadline and feedback conditions. The structural equation model in the study can be applied to online and remote learning systems, in which time management is one of the main challenges for individual learners.  相似文献   

15.
《Ergonomics》2012,55(11):1392-1399
Abstract

The aims of the study were to investigate the effects of race gaming experience in playing racing video games on gaze behaviour and performance of drivers and the effects of natural driving experience on gaze behaviour and performance of gamers. Thirty participants, divided into drivers-gamers, drivers-non-gamers and non-drivers-gamers, were asked to drive in a race circuit as fast as possible while their eye movements were recorded. Drivers-gamers spent more time looking at the lane than non-drivers-gamers. Furthermore, drivers-gamers performed greater number of fixations towards the speedometer and showed faster performance in the racing task than the drivers-non-gamers. Combining natural driving and race gaming experiences changed the gaze location strategy of drivers.

Practitioner summary: Racing video games practitioners have high propensity to exhibit attitudes and intentions of risky driving behaviour. Combining natural driving and race gaming experiences affects gaze behaviour strategy of drivers.

Abbreviations: DG: Drivers-gamers; DNG: Drivers-non-gamers; NDG: Non-drivers-gamers; AOIs: Areas of Interest; r-NUMFIX: Relative number of fixations; r-DURFIX: Relative fixations duration  相似文献   

16.
《Ergonomics》2012,55(5):729-738
The present experiment tested 60 individuals on a multiple screen, visual target detection task. Using a within-participant design, individuals received no-cue augmentation, an augmenting tactile cue alone, an augmenting auditory cue alone or both of the latter augmentations in combination. Results showed significant and substantive improvements in performance such that successful search speed was facilitated by more than 43%, errors of omission were reduced by 86% and errors of commission were reduced by more than 77% in the combinatorial cueing condition compared with the non-cued control. These outcomes were not a trade of performance efficiency for associated mental effort because recorded levels of cognitive workload were also reduced by more than 30% in the multi-cued circumstance compared with the control condition. When the tactile modality was incorporated it led to the highest gain in performance speed, when the auditory modality was incorporated, it led to the best levels of performance accuracy. The combined condition rendered the best of each from of performance increment. Reasons for this outcome pattern are discussed alongside their manifest practical benefits.

Practitioner Summary: This experiment tested 60 individuals on a multiple screen, visual target detection task. Individuals received no-cue augmentation, tactile cue alone, an augmenting auditory cue alone or both of the latter augmentations in combination. Results showed significant and substantive improvements in the combinatorial cueing condition compared with the non-cued control.  相似文献   

17.
This study investigates the characteristics of eye movements during a camouflaged target search task. Camouflaged targets were randomly presented on two natural landscapes. The performance of each camouflage design was assessed by target detection hit rate, detection time, number of fixations on display, first saccade amplitude to target, number of fixations on target, fixation duration on target, and subjective ratings of search task difficulty. The results showed that the camouflage patterns could significantly affect the eye-movement behavior, especially first saccade amplitude and fixation duration, and the findings could be used to increase the sensitivity of the camouflage assessment. We hypothesized that the assessment could be made with regard to the differences in detectability and discriminability of the camouflage patterns. These could explain less efficient search behavior in eye movements. Overall, data obtained from eye movements can be used to significantly enhance the interpretation of the effects of different camouflage design.  相似文献   

18.
《Ergonomics》2012,55(6):1006-1020
The objective of this research is to understand the influence of age and age-related psychomotor ability on the process of mouse-mediated aiming movement. It is premised on the notions that (1) mouse-mediated aiming movements can be better understood via studying its kinematics and (2) age is a surrogate variable in kinematic differences, and that age-influenced fundamental factors such as psychomotor ability may have a more direct effect. As expected, age kinematic differences were detected. However, when comparing with age, age-influenced psychomotor ability (i.e. manual dexterity) contributed more substantially to the variances of kinematics in the ballistic phase. For homing phase, in addition to manual dexterity, age-influenced wrist–finger speed was also a significant contributor. In future studies, it is suggested that components of visual processing should be included for better understanding of its role as an age-influenced fundamental ability in aiming movements. Applications of this research are discussed.

Practitioner Summary: This paper presents empirical data showing age effects in movement kinematics are chiefly mediated by age-related changes in psychomotor ability. Our findings provide additional data for existing and newer performance enhancement solutions, especially for those targeting older adults.  相似文献   

19.
M Maltz  D Shinar 《Human factors》1999,41(1):15-25
This 2-part study focuses on eye movements to explain driving-related visual performance in younger and older persons. In the first task, participants' eye movements were monitored as they viewed a traffic scene image with a numeric overlay and visually located the numbers in their sequential order. The results showed that older participants had significantly longer search episodes than younger participants, and that the visual search of older adults was characterized by more fixations and shorter saccades, although the average fixation durations remained the same. In the second task, participants viewed pictures of traffic scenes photographed from the driver's perspective. Their task was to assume the role of the driver and regard the image accordingly. Results in the second task showed that older participants allocated a larger percentage of their visual scan time to a small subset of areas in the image, whereas younger participants scanned the images more evenly. Also, older participants revisited the same areas and younger participants did not. The results suggest how aging might affect the efficacy of visual information processing. Potential applications of this research include training older drivers for a more effective visual search, and providing older drivers with redundant information in case some information is missed.  相似文献   

20.
Participants carried out a visual pattern-matching task on a computer while communicating with a confederate either via instant messaging (IM) or online voice chat. Communicating with a confederate led to a 50% drop in visual pattern-matching performance in the IM condition and a 30% drop in the voice condition. Visual fixations on pattern-matching were fewer and shorter during the communication task and a greater loss of fixations was found in the IM condition than the voice condition. The results, examined within a threaded cognition framework, suggest that distributing the work between the audio and visual channels reduces performance degradation. Implications for media literacy and distracted-driving are discussed.  相似文献   

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