首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 62 毫秒
1.
Fighter pilots’ heart rate (HR), heart rate variation (HRV) and performance during instrument approaches were examined. The subjects were required to fly instrument approaches in a high-fidelity simulator under various levels of task demand. The task demand was manipulated by increasing the load on the subjects by reducing the range at which they commenced the approach. HR and the time domain components of HRV were used as measures of pilot mental workload (PMWL). The findings of this study indicate that HR and HRV are sensitive to varying task demands. HR and HRV were able to distinguish the level of PMWL after which the subjects were no longer able to cope with the increasing task demands and their instrument landing system performance fell to a sub-standard level. The major finding was the HR/HRV’s ability to differentiate the sub-standard performance approaches from the high-performance approaches.

Practitioner Summary:

This paper examined if HR and HRV were sensitive to varying task demands in a fighter aviation environment and if these measures were related to variations in pilot’s performance.  相似文献   


2.
In order to safely and effectively extinguish fires and rescue life, firefighters are required to routinely wear self-contained breathing apparatus (SCBA), yet little is known about the specific physiological and psychological demands associated with repeated exposure to tasks that require SCBA. A total of 12 experienced firefighters took part in a series of commonly encountered SCBA activities: free search, guideline search and live firefighting tasks under room temperature (~20°C) and extreme heat (~180°C) conditions to assess changes in heart rate, blood pressure, mood, perceived workload and air usage. Findings demonstrate that live firefighting is associated with greater perceived exhaustion than free search or guideline exercises; however, all tasks lead to high cardiovascular demand regardless of the presence of heat. No significant impact of task upon mood and no significant differences between the perceived demands of guideline, free search and live firefighting exercises were found.

Practitioner Summary: This study considered the physiological and psychological responses of firefighters undertaking SCBA exercises. Although live firefighting is associated with greater perceived exertion, the absence of differences in psychological domains between exercises demonstrates that task demands are not always dependent upon the presence of fire and that all tasks are mentally challenging.  相似文献   


3.
In a human–automation interaction study, automation assistance level (AL) was investigated for its effects on operator performance in a dynamic, multi-tasking environment. Participants supervised a convoy of manned and unmanned vehicles traversing a simulated environment in three AL conditions, while maintaining situation awareness and identifying targets. Operators’ situation awareness, target detection performance, workload and individual differences were evaluated. Results show increasing AL generally improved task performance and decreased perceived workload, however, differential effects due to operator spatial ability and perceived attentional control were found. Eye-tracking measures were useful in parsing out individual differences that subjective measures did not detect. At the highest AL, participants demonstrated potentially complacent behaviour, indicating task disengagement.

Practitioner Summary: The effect of varying automation assistance level (AL) on operator performance on multiple tasks were examined in a within-subjects experiment. Findings indicated a moderate AL improved performance, while higher levels encouraged complacent behaviour. Effects due to individual differences suggest that effective AL depends on the underlying characteristics of the operator.  相似文献   


4.
Vigilance represents the capacity to sustain attention to any environmental source of information over prolonged periods on watch. Most stimuli used in vigilance research over the previous six decades have been relatively simple and often purport to represent important aspects of detection and discrimination tasks in real-world settings. Such displays are most frequently composed of single stimulus presentations in discrete trials against a uniform, often uncluttered background. The present experiment establishes a dynamic, first-person perspective vigilance task in motion using a video-game environment. ‘Vigilance on the move’ is thus a new paradigm for the study of sustained attention. We conclude that the stress of vigilance extends to the new paradigm, but whether the performance decrement emerges depends upon specific task parameters. The development of the task, the issues to be resolved and the pattern of performance, perceived workload and stress associated with performing such dynamic vigilance are reported.

Practitioner Summary: The present experiment establishes a dynamic, first-person perspective movement-based vigilance task using a video-game environment. ‘Vigilance on the move’ is thus a new paradigm for the evaluation of sustained attention in operational environments in which individuals move as they monitor their environment. Issues addressed in task development are described.  相似文献   


5.
In this study we investigated the relationship between body movement during virtual reality (VR) analgesia and the experience of pain. Thermal (cold) stimulation was used to inflict pain. Two measures of pain were used—pain tolerance and pain intensity. Participants were wearing head mounted displays (Oculus Rift DK2) and were playing a game created by authors of the study.

Forty-six students of Wroclaw University participated in a within-subject design experiment. Each subject participated in a non-VR control condition and in two experimental conditions. Participants navigated the VR game using a computer mouse, but the mouse sensitivity (and therefore amount of physical movement necessary to navigate) was different in each experimental condition. We also measured feeling of presence in VR, game behavior, and attitudes toward the game.

The amount of body movement while steering the game was related to a decrease in pain intensity, but not in pain tolerance. This was an opposite result to our previously published experiment where we found an effect on pain tolerance but not on sensitivity. There was no significant correlation between presence and any of the pain measures.  相似文献   


6.
The purpose of this study was to develop anti-heat stress clothing for construction workers in hot and humid weather. Following DeJonge’s functional clothing design process, the design situation was explored, including clothing fabric heat/moisture transporting properties and UV protection and the aspects of clothing ergonomic design (mobility, convenience, and safety). The problem structure was derived from the results of the surveys in three local construction sites, which agreed well with the task requirements and observations. Specifications were consequently described and 30 commercially available fabrics were identified and tested. Fabric testing data and design considerations were inputted in S-smart system to predict the thermal functional performance of the clothing. A new uniform prototype was developed and evaluated. The results of all measurements suggest that the new uniform which incorporated fabrics with superior heat/moisture transporting properties and loose-fitting design could reduce the workers’ heat stress and improve their comfort and work performance.

Practitioner Summary:

The construction workers’ uniform currently used in Hong Kong during summer was unsatisfactory. Following DeJonge’s functional clothing design process, an anti-heat stress uniform was developed by testing 30 fabrics and predicting clothing thermal functional performance using S-smart system. The new uniform could reduce the workers’ heat stress and improve their comfort and work performance.  相似文献   


7.
This study aimed to evaluate objective and subjective visual fatigue experienced before and after performing a visual task while using a head-mounted display for virtual reality (VR-HMD) and two-dimensional (2D) display. Binocular fusion maintenance (BFM) was measured using a binocular open-view Shack–Hartmann wavefront aberrometer equipped with liquid crystal shutters. Twelve healthy subjects performed the BFM test and completed a questionnaire regarding subjective symptoms before and after performing a visual task that induces low visually induced motion sickness (VIMS). BFM (p = .87) and total subjective eye symptom scores (p = .38) were not significantly different between both groups, although these values were significantly lower after the visual task than before the task within both groups (p < .05). These findings suggest that visual fatigue after using a VR-HMD is not significantly different from that after using a 2D display in the presence of low-VIMS VR content.

Practitioner summary: Objective and subjective evaluation of visual fatigue were not significantly different with the use of a head-mounted display for virtual reality (VR-HMD) and two-dimensional display. These results should be valuable not only to engineers developing VR content but also to researchers involved in the evaluation of visual fatigue using VR-HMD.

Abbreviations: VR: virtual reality; VR-HMD: head-mounted display for virtual reality; BFM: binocular fusion maintenance; BWFA: binocular open-view Shack–Hartmann wavefront aberrometer  相似文献   


8.
Jie Xu  Enid Montague 《Ergonomics》2019,62(3):376-390
Research has shown that affect can influence human performance in various settings. This study aimed to explore the effects of individual and group affect on task perceptions and performance under different stress conditions (task demand and technology reliability) and team training methods in multi-tasking environments. Seventy-two participants participated in the experiment in two-person teams. The participants’ affect was measured using facial expression recognition technology. Affect aggregated mean and affect similarity were used as indicators of group affect. Self-reports of workload, teamwork satisfaction, trust in team, and trust in technology were collected. The results demonstrated that different stress conditions and training methods altered individual and group affect. Individual affect did not significantly correlate with the task perception measures, while group affect was related to performance in the team-oriented task but not the individual-oriented tasks. These findings suggested that group affect may have an important role in both multi-tasking and team coordination.

Practitioner summary: Affect can influence human performance in various settings. This study explored how affect influences task perceptions and performance for teams in multi-tasking environments. The results demonstrated that individual affect was not correlated with self-reported task perceptions. Group affect was related to team performance in a team-oriented task.  相似文献   


9.
Background: Tablet computers are increasingly widespread in this digital era. During tablet computer use, two important factors are display quality and ambient illumination. The purpose of this experiment was to understand the effects of the display quality of tablet computers (a Sony, a Samsung, and an iPad) and ambient illumination levels (200 lx, 500 lx) on visual fatigue, comfort perception, and task performance.

Methods: Thirty-five university students (17 males and 18 females) were recruited for this experiment. They performed six 40-min trials of playing computer games in all experimental conditions. Visual fatigue, comfort perception, and task performance were collected at the end of each trial.

Results and Discussion: There were no interactions between display model and ambient illumination. Display model had a significant effect on visual fatigue and visual performance, and the best display quality caused less visual fatigue during long periods of viewing. We found no significant effect between 200 lx and 500 lx of ambient illumination on visual fatigue or visual performance; therefore, further research should be conducted to determine what levels of ambient illumination, both high and low, can affect visual fatigue and task performance.  相似文献   


10.
In a simulated process control task, we investigated the effects of refresher training and acute social stress on performing a standard operating procedure (SOP) containing a production and monitoring task and knowledge recall after a retention interval of two weeks. In a 2?×?2 between-group design (Factor 1: induced social stress, Factor 2: refresher training), 76 engineering students performed an SOP at t1 in week 1 and at t2 in week 3. A MANOVA in week three (t2) indicated a main effect of the refresher training for the SOP execution containing a production and a monitoring task and an impairing effect of stress on the monitoring task. That means that after a retention interval, stress mainly affects the SOP’s monitoring task. An additional correlational analysis showed that knowledge test performance is negatively associated with cortisol level and that retentivity is a strong predictor for knowledge test performance and production task performance, too.

Practitioner Summary: We investigated effects of social stress and refresher training on performing a standard operating procedure (SOP) after a retention interval of two weeks. The impact of social stress reduced the monitoring task performance as part of the SOP, but not the production outcome. Without refresher training, performance is significantly worse.

Abbreviation: SOP: Standard Operating Procedure; MANOVA: Multivariate Analysis of Variance; CSB: Chemical Safety and Hazard Investigation Board; TSST: Trierer Social Stress Test; P-TSST: Placebo Trierer Social Stress Test; WaTrSim: Water Treatment Simulation; HPA axis: hypothalamic pituitary adrenal axis; WIT-2: Wilde Intelligenztest – 2; SPSS: Statistical Package for the Social Sciences; ANOVA: Analysis of Variance.  相似文献   


11.
Information ergonomics is an evolving application domain of ergonomics focusing on the management of workload in the real-world contexts of information-intensive tasks. This study introduces a method for the evaluation of information ergonomics in knowledge work. To this end, five key dimensions of information ergonomics were identified: contextual factors of knowledge work, multitasking, interruptions at work, practices for managing information load, and perceived job control and productivity. In total, 24 measures focusing on the above dimensions were constructed. The measures include, for example, the number of fragmented work tasks per work day. The measures were preliminarily tested in two Finnish organisations, making use of empirical data gathered by interviews, electronic questionnaires and log data applications tracking work processes on personal computers. The measures are applicable to the evaluation of information ergonomics, even though individual measures vary with regard to the amount of work and time needed for data analysis.

Practitioner Summary:

The study introduces a method for the evaluation of information ergonomics in knowledge work. To this end, 24 measures were constructed and tested empirically. The measures focus on contextual factors of knowledge work, multitasking, interruptions at work, practices for managing information load, and perceived job control and productivity.  相似文献   


12.
Both learning curve models and subjective mental workload are useful tools for determining the length of training for new workers and predicting future task performance. An experiment was designed to collect the task completion times and subjective mental workload of five driving tasks including (a) reverse into garage, (b) 3-point turn, (c) parallel parking, (d) S-curve and (e) up-down-hill. The results indicated that task completion times of truck driving can be predicted with a learning curve. Practice significantly reduced the mental workload rating. However, the novice trainees tended to have a more significant reduction because, compared to experienced trainees, they tended to give greater or lower workload scores than the experienced trainees before and after practice, respectively. The current study may not be complete enough to provide guidelines for a training programme, but it is adequate to suggest that learning rate and workload measure can serve as indexes for factoring in the individual differences.

Practitioner summary: Learning curves can be used to determine the length of training for new workers and performance standards for a particular task. Learning rate and mental workload were found to be important measures for comparing individual differences in order to better design a training programme. However, mental workload must be evaluated by experienced participants.  相似文献   


13.
The last few years have seen the development of Discrete Event-Dynamic Net Systems1,2 as instruments for modeling complex systems. They are able to achieve the following objectives:

—formality of the modeling methodology

—ability to model static and dynamic aspects

—ability to pass between levels of differently rich structures by morphisms

—uniform representation of the communication process as

—an information process

—a decision process and

—a control process

—homogeneity of the representation and modeling methods

—ability to derive qualitative and quantitative statements.

The foundation is provided by a Discrete Event-Dynamic Net System which includes the axiomatic declaration of general Petri nets. In order to calculate the structural and dynamic aspects, so-called Petri net machines are developed. It is shown that this approach can even be used to treat the following aspects:

—use of time during the process

—increase of costs during the generation and transportation of information

—augmentation, evaluation and transformation of information objects.

Recursive formulas are derived and some examples calculated.  相似文献   


14.
Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion sickness (VIMS). Several psychophysiological and behavioral methods have been used to measure the level of sickness of a user, among which is postural instability. This study investigates all the features that can be extracted from the body postural sway: area of the projection of the center of gravity (mainly considered in past studies) and its shape and the frequency components of the signal’s spectrum, in order to estimate and predict the occurrence of sickness in a typical virtual reality (VR) application.

After modeling and simulation of the body postural sway, an experiment on 17 subjects identified a relation between the level of sickness and the variation both in the time and frequency domains of the body sway signal. The results support and go further into detail of findings of past studies using postural instability as an efficient indicator of sickness, giving insight to better monitor VIMS in a VR application.  相似文献   


15.
Background: Smartphones have reached levels of popularity and penetration where they are now suitable for use in population health interventions. A key feature of smartphones is push notification or in app messaging service, which can be used to alert users to messages or instructions pertaining to an installed app. Little evidence exists as to the persuasive power of these messages.

Method: We conducted a 24-week live user evaluation of push notifications used in a behavior-based mobile app for a meal replacement program to understand the role of push notifications in persuading users to engage with self-monitoring tasks.

Results: User perception of the prompts were verified through questionnaires, which in conjunction with the interaction logs show that users were tolerant of multiple daily prompts. The decline in compliance to the tasks set, however, shows that while the participants did not object to receiving prompts, they were less likely to respond to them as the study progressed.

Conclusions: Push notifications and user tasks are appropriate mechanisms to engage users with mobile technology in the short term.  相似文献   


16.
Many attempts1, 7, 8, 35 have been made to overcome the limit imposed by the Turing Machine34 to realise general mathematical functions and models of (physical) phenomena.

They center around the notion of computability.

In this paper we propose a new definition of computability which lays the foundations for a theory of cybernetic and intelligent machines in which the classical limits imposed by discrete algorithmic procedures are offset by the use of continuous operators on unlimited data. This data is supplied to the machine in a totally parallel mode, as a field or wave.

This theory of machines draws its concepts from category theory, Lie algebras, and general systems theory. It permits the incorporation of intelligent control into the design of the machine as a virtual element. The incorporated control can be realized in many (machine) configurations of which we give three:

a) a quantum mechanical realization appropriate to a possible understanding of the quantum computer and other models of the physical microworld,

b) a stochastic realization based on Kolmogorov-Gabor theory leading to a possible understanding of generalised models of the physical or thermodynamic macroworld, and lastly

c) a classical mechanical realization appropriate lo the study of a new class of robots.

Particular applications at a fundamental level are cited in geometry, mathematics, biology, acoustics, aeronautics, quantum mechanics, general relativity and. Markov chains. The proposed theory therefore opens a new way towards understanding the processes that underlie intelligence.  相似文献   


17.
The Problem

Internet of Things (IoT) is providing new services and insights by sensing contextual data but there are growing concerns of privacy risks from users that need immediate attention.

The Reason

The IoT devices and smart services can capture Personally Identifiable Information (PII) without user knowledge or consent. The IoT technology has not reached the desired level of maturity to standardize security and privacy requirements.

The Solution

IoT Privacy by Design is a user-centric approach for enabling privacy with security and safety as a ‘win-win’ positive outcome of IoT offerings, irrespective of business domain. The Proactive and Preventive Privacy (3P) Framework proposed in this paper should be adopted by the IoT stakeholders for building trust and confidence in end users about IoT devices and smart services.  相似文献   


18.
The efficiency of training visual attention in the central and peripheral visual field was investigated by means of a visual detection task that was performed in a naturalistic visual environment including numerous, time-varying visual distractors. We investigated the minimum number of repetitions of the training required to obtain the top performance and whether intra-day training improved performance as efficiently as inter-day training. Additionally, our research aimed to find out whether exposure to a demanding task such as a microsurgical intervention may cancel out the effects of training.

Results showed that performance in visual attention peaked within three (for tasks in the central visual field) to seven (for tasks in the periphery) days subsequent to training. Intra-day training had no significant effect on performance. When attention training was administered after exposure to stress, improvement of attentional performance was more pronounced than when training was completed before the exposure. Our findings support the implementation of training in situ at work for more efficient results.

Practitioner Summary: Visual attention is important in an increasing number of workplaces, such as with surveillance, inspection, or driving. This study shows that it is possible to train visual attention efficiently within three to seven days. Because our study was executed in a naturalistic environment, training results are more likely to reflect the effects in the real workplace.  相似文献   


19.
Large display screens are common in supervisory tasks, meaning that alerts are often perceived in peripheral vision. Five air traffic control notification designs were evaluated in their ability to capture attention during an ongoing supervisory task, as well as their impact on the primary task. A range of performance measures, eye-tracking and subjective reports showed that colour, even animated, was less effective than movement, and notifications sometimes went unnoticed. Designs that drew attention to the notified aircraft by a pulsating box, concentric circles or the opacity of the background resulted in faster perception and no missed notifications. However, the latter two designs were intrusive and impaired primary task performance, while the simpler animated box captured attention without an overhead cognitive cost. These results highlight the need for a holistic approach to evaluation, achieving a balance between the benefits for one aspect of performance against the potential costs for another.

Practitioner summary: We performed a holistic examination of air traffic control notification designs regarding their ability to capture attention during an ongoing supervisory task. The combination of performance, eye-tracking and subjective measurements demonstrated that the best design achieved a balance between attentional power and the overhead cognitive cost to primary task performance.  相似文献   


20.
Purpose: Identify location and intensity of discomfort experienced by healthy participants wearing cervical orthoses.

Method: Convenience sample of 34 healthy participants wore Stro II, Philadelphia, Headmaster, and AspenVista® cervical orthoses for four-hour periods. Participants reported discomfort level (scale 0–6) and location.

Results: Participants reported mean discomfort for all orthoses over the four-hour test between ‘a little discomfort’ and ‘very uncomfortable’ (mean discomfort score = 1.64, SD = 1.50). Seven participants prematurely stopped tests due to pain and six reported maximum discomfort scores. Significant linear increase in discomfort with duration of wear was found for all orthoses. Significantly less discomfort was reported with Stro II than Headmaster and Philadelphia. Age correlated with greater perceived discomfort. Orthoses differed in the location discomfort was experienced.

Conclusion: Existing cervical orthoses cause discomfort influenced by design and duration of wear with orthoses’ design the more significant factor. This work informed the design of a new orthosis and future orthoses developments.

Practitioner Summary: The purpose of this study was to gain greater knowledge about the discomfort caused by wearing of existing neck orthoses in order to inform the design and development of a new neck orthosis. This study gathers empirical data from a surrogate population and concludes that orthosis design is more influential than the duration of wear.  相似文献   


设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号