Ergonomics assessment in the automotive industry has, to date, focused mainly on physical ergonomics, for example, manual handling and posture. However, workload and, in particular, metabolic and cognitive workload, contributes to worker efficiency but has not received sufficient attention to yield practical guidance for industry. Successful workload assessment requires in-depth understanding of the context in which it will be conducted and of the various assessment techniques which will be applied, with consideration given to factors such as feasibility, resources, and skill of the assessor. These requirements are met with challenges within large and complex organizations and are often dealt with in a piecemeal and isolated matter (i.e., reactive workload assessment). The present paper explores these challenges within the automotive manufacturing industry and aims to develop a decision matrix to guide effective selection of workload assessment techniques focused on metabolic and cognitive demands. It also presents the requirements for time, equipment, and knowledge to implement these techniques as part of a participatory ergonomics approach. Early findings suggest that most assessment techniques reviewed require further development, for example, to establish the acceptance criteria for the specific workload scenario. However, five methods (Garg, Borg RPE, IPAQ, SWAT, and NASA-TLX) are ready to use in certain applications. Ultimately, the findings suggest that it is possible to implement a participatory workload evaluation program within large and complex manufacturing plants. 相似文献
由于边缘云没有比中心云更强大的计算处理能力,在应对动态负载时很容易导致无意义的扩展抖动或资源处理能力不足的问题,所以在一个真实的边缘云环境中对微服务应用程序使用两个合成和两个实际工作负载进行实验评估,并提出了一种基于负载预测的混合自动扩展方法(predictively horizontal and vertical pod autoscaling,Pre-HVPA)。该方法首先采用机器学习对负载数据特征进行预测,并获得最终负载预测结果。然后利用预测负载进行水平和垂直的混合自动扩展。仿真结果表明,基于该方法所进行自动扩展可以减少扩展抖动和容器使用数量,所以适用于边缘云环境中的微服务应用。 相似文献
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
Work teams experience workload from the group dynamics in addition to the usual sources of individual workload. This study had three objectives: to assess the responsiveness of new rating scales for group workload (GWL), investigate their component structure, and determine if changes in workload occur as the team matures. Participants (360 individuals, 44 groups) engaged in an emergency response (ER) simulation in the form of a board game; team size, game difficulty (one versus two opponents), and time constraints were varied. ER teams rated workload after each of two sessions using the NASA Task Load Index (TLX) and GWL. GWL was most responsive to larger task demands and reflected changes in coordination demand over time. Components reflected mixtures of TLX and GWL scales and suggested that self-organising processes were operating. 相似文献
A multi-modal approach is proposed to evaluate the usability of Adaptive Visual Stimuli for User Interface (AVS4UI) of remote operation systems. This study focuses on the evaluation of AVS4UI for forklift work because the operation complexity includes driving and cargo handling, which typically requires multiple salient attention. Presenting this amount of information simultaneously on a User Interface (UI) tends to cause confusions to operators and reduces operation efficiency. AVS4UI can therefore be one of the promising solutions where the optimal visual stimuli are autonomously presented for different work conditions. However, evaluation of AVS4UI is challenging because operators may be disoriented by adaptive information and worked without safety considerations. Therefore, novel gaze metrics are proposed to evaluate responses of forklift operators to AVS4UI so that undesired behavior can be evaluated. The proposed metrics implicitly represent gaze pattern in terms of transition and distribution between UI elements, operation safety, and familiarity with the adaptive system. The ideal AVS4UI is expected to minimize the proposed gaze metrics and outperform the non-adaptive UI. More importantly, the results of these metrics are consistent with those of perceived workload defined by NASA-Task Load Index. We also propose a correlation model using stepwise linear regression that provides reasonable estimation of perceived workload. Such novel metrics and correlation model enable objective and online evaluation to minimize biases of subjective response. Therefore, online work support system can be developed to support workers. 相似文献
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
Health information technology (IT) is a promising way to achieve safer medication management in the delivery of healthcare. However, human factors/ergonomics dictates that in order to make the complex, cognitive work of healthcare delivery safer, health IT must properly support human cognition. This means, for example, that new health IT must reduce, not increase, workload during safety-critical tasks. The present study was the first to quantitatively assess the short- and long-term impact of bar coded medication administration (BCMA) IT on nurses' mental workload as well as on perceived medication safety. One-hundred seventy registered nurses across 3 dissimilar clinical units at an academic, freestanding pediatric hospital in the Midwest US participated in surveys administered before, 3 months after, and 12 months after the hospital implemented BCMA. Nurses rated their external mental workload (interruptions, divided attention, being rushed) and internal mental workload (concentration, mental effort) during medication administration tasks as well as the likelihood of each of three medication safety events: medication administration errors, medication errors on the clinical unit, and clinical unit-level adverse drug events. Clinical unit differences were assessed. Findings generally confirmed the hypothesis that external but not internal mental workload was associated with the perceived likelihood of a medication safety event. Comparisons of mental workload from pre- to post-BCMA revealed statistically significant changes in the critical care unit only. Medication safety appeared to improve over the long term in the hematology/oncology unit only. In the critical care and medical/surgical units, medication safety exhibited short-term improvements that were eliminated over time. Changes in mental workload and medication safety, two classically microergonomic constructs, were deeply embedded in macroergonomic phenomena. These included the fit between the BCMA system and the nature of nursing work, the process of BCMA implementation, and BCMA interactions with concurrent changes occurring in the hospital. Findings raise questions about achieving sustainable performance improvement with health IT as well as the balance between micro- and macroergonomic approaches to studying technology change.Relevance to industryDesigners must consider how technology changes cognitive work, including mental workload. Hospitals and other implementers of technology must ensure that new technology fits its users, their tasks, and the context of use, which may entail tailoring implementation, for example, to specific clinical units. Evaluators must look over time to assess both changes in cognitive work and implementation issues. Healthcare practitioners must also recognize that new technology means a complex transformation to an already complex sociotechnical system, which calls for a macroergonomic approach to design and analysis. 相似文献