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1.
Renge K 《Ergonomics》2000,43(1):27-39
Sixty-three participants (32 novice, 31 experienced drivers) evaluated meanings of road users' signals in 24 traffic situations such as blinkers, headlights, hazard lamps and hand gestures. The traffic scenes were projected with a slide projector in a laboratory. Confidence in answers was also evaluated by using a five-point scale. The signals were classified into three categories: Formal Device-based Signal (Formal Signal), Informal Device-based Signal (Informal Signal), and Informal Gesture-based Signal (Everyday Signal). The total comprehension scores demonstrated that experienced drivers could understand the signals better than novice drivers. There was a large difference in the comprehension scores for Informal Signal between experienced and novice drivers. Novice drivers could understand Formal Signal and Everyday Signal better than Informal Signal. Similar results were also obtained in the confidence scores. Experienced drivers were more confident in their answers than novice drivers. An effect of gender was found in the scores of confidence. The discussion focuses on how driver's skill in interpersonal communication on roads develops in real traffic situations. 相似文献
2.
《Ergonomics》2012,55(7):1395-1407
Abstract Infrastructural changes were implemented on rural 80km/h roads in The Netherlands in an effort to reduce speeding. The road infrastructure changes were designed to produce discomfort for the speeding driver by providing noxious auditory and haptic feedback. On experimental roads, smooth-surface road width was reduced by using blocks of gravel chippings placed along the centre line and at intervals on road edges. It was predicted that these changes would increase mental load while driving, and thereby decrease speeding. In a field experiment 28 subjects drove an instrumented vehicle over experimental and control roads. A decrease in driving speed and swerving behaviour was found on the experimental roads, and this was coupled with a decrease in heart rate variability, consistent with an increase in mental load. Roads in two different road-side environments (woodland vs. moorland) were also tested. There were differences in driver appraisal of the two environments, but no interactions were observed between these appraisals and driving performance on the experimental roads. It is concluded that the infrastructural measures have a useful role to play in road safety through a reduction in driver speeding. 相似文献
3.
《Ergonomics》2012,55(7):919-937
Using an instrumented car driven in normal traffic, we assessed the driving skills of trained experts, of normal, experienced drivers, and of novices. Previous research suggests a fairly simple picture of improvement in driving skills with experience, and for aspects of car control (e.g., steering path, speed of manoeuvres) our results confirm this: normals largely resembled experts, while novices performed more poorly. There are reasons to suspect, however, that experience may not always be so beneficial. For example, one important variable may be feedback, or information indicating to the driver that a particular action is or is not important in terms of overall goals (progress, safety, etc.). Where feedback is good, simple experience may bring expertise, but where feedback is poor, skills may fail to improve or even deteriorate once explicit tuition is removed. Correspondingly, our findings showed that for scanning patterns (e.g., mirror checking), anticipation (e.g., braking into an intersection), and safety margin (e.g., close following on the motorway), it was often the normal, experienced drivers who performed worst, novices sometimes even resembling experts. The data make it clear that for many aspects of driving skill experience is no guarantee of expertise. 相似文献
4.
《Ergonomics》2012,55(6):629-646
Eye fixations were recorded while novice and experienced drivers drove along three types of roads (rural, suburban and dual-carriageway). An analysis of the content of those fixations was performed in order to identify differences in the scanpaths that can be associated with skill acquisition and that can indicate a sensitivity to road type. This analysis itemized the part of the visual scene that was inspected with each fixation, and identified what the driver looked at as a function of what they had looked at previously. Single-fixation, two-fixation, and three-fixation patterns of eye-movements were identified. Differences in sequences of fixations were found between novice and experienced drivers on the three types of roads, with experienced drivers showing greater sensitivity overall, and with some stereotypical transitions in the visual attention of the novices. A number of individual sequences were identified, including a roadway preview pattern (alternating fixations between near and far views of the road ahead), and patterns involving mirror inspections that varied according to the road type. 相似文献
5.
Although research on flow experience has recently received much attention, few studies have been published on the perceived interpersonal interaction factors of consumers and their influence in social commerce. In addition, few studies have focused on the impact of interpersonal interaction factors on flow experience. Drawing on the stimulus-organism-response framework, this study examines the impact of interpersonal interaction factors (perceived expertise, similarity, and familiarity) on the formation of flow experience and its subsequent effects on purchase intention in the context of social commerce. We investigate whether the impact of the three interpersonal interaction factors on flow experience differs between young and old users. We conduct a survey and collect 349 responses from users of a social shopping site in China. Our results indicate that interpersonal interaction factors positively relate to flow experience and subsequently influence purchase intention. We also find differences between young and old users in this area. 相似文献
6.
A new method for researching haptic interaction styles is presented, based on a layered interaction model and a classification of existing devices. The method is illustrated by designing a new foot interaction device. The aim of which is to enhance non-verbal communication over a computer network. A layered protocols interaction model allows to consider all aspects of the haptic communication process: the intention to perform an action, limitations of the human body, and specifications of the communication device and the network. We demonstrate how this model can be used to derive design-guidelines by analyzing and classifying existing communication devices. By designing and evaluating a foot interaction device, we not only demonstrate that feet are suited for personal, concealed communication over a network, but also show the added value of the design-guidelines. Results of user tests provide clues for designing stimuli for foot interaction and indicate applications of foot communication devices. 相似文献
7.
网络信息时代的传播和通信科技迅猛发展使各类新媒介不断涌现、分裂和整合,具有自主、个性、互动等特征的网络个人传播实现了大众化发展、多元化应用的内在趋势,随着传播技术的日臻完善,人际传播现在越来越借助于现代传播媒介进行沟通,探究网络个人传播这一新传播方式的内在特性,并为其寻找可供借鉴的发展之路。 相似文献
8.
We conducted a quasi-experiment to compare the characteristics of experts’ and novices’ test-driven development processes. Our novices were 11 computers science students who participated in an Extreme Programming lab course, the expert group consisted of seven professionals who had industrial experience in test-driven development. The novices as well as two of the experts worked in a laboratory environment whereas the remaining five experts worked in their office. The experts complied more to the rules of test-driven development and had shorter test-cycles than the novices. The tests written by the experts were of higher quality in terms of statement and block coverage as well. All reported results are statistically significant on the 5% level. We conclude that the results of studies which evaluate performance of test-driven development using subjects inexperienced in TDD are not easily generalisable. 相似文献
9.
Online games resemble miniature societies, in which social interactions occur within a virtual world. Previous studies have realized that the main motivation in playing games is to fulfill interpersonal needs. Players expect to own great interpersonal attraction to help them develop ideal interpersonal relationships. In the real world, individual outward appearance and social status are two important factors having influence on interpersonal attraction. In online games, the outward appearance of characters can be manipulated by changing the clothes and accessories used by those characters. This study proposes that difference in outward appearance, as in real society, affects player interpersonal attraction assessments. Additionally, when game experience and performance of players are accumulated, their grade in game would be raised. This study also proposes that the variation of role grade would influence its social status and the attitude of others. This study conducts experiments, and the results verify that a game character with high outward attractiveness and social status acquires higher online interpersonal attraction than one with low outward attractiveness and social status, and vice versa. 相似文献
10.
Effect of small liquid crystal molecules on the driving voltage of cholesteric liquid crystal displays 总被引:1,自引:0,他引:1
In order to achieve a lower driving voltage of a cholesteric liquid crystal display (Ch-LCD) we formulated new nematic liquid crystal mixtures with dopants. The interesting thing is that the driving voltage is decreased more by adding the low molecular weight of liquid crystal materials in the cholesteric mixtures without decreasing its reflectivity. The cholesteric mixture is optimized by adding 20 wt% of CN-007 enough to drive the display, necessary for using a commercial STN driver. Homogeneous alignment layers provide a higher reflective panel because of stabilizing the planar texture of cholesteric liquid crystal, while homeotropic alignment layers provide a higher contrast ratio because of stabilizing focal-conic structure. The rubbing condition depending on the driving scheme also affects the panel properties. The combination of the panel structure and the process condition of cholesteric mixtures make the Ch-LCD high reflectivity and contrast ratio. Two 5.7 in. VGA monochromic cholesteric reflective liquid crystal displays with a high resolution like this folding type are demonstrated using a STN driver. 相似文献
11.
Fisher DL Laurie NE Glaser R Connerney K Pollatsek A Duffy SA Brock J 《Human factors》2002,44(2):287-302
Driver education classes were once seen as a remedy for young drivers' overinvolvement in crashes, but research results from the early 1970s were disappointing. Few changes in the content or methods of instruction occurred until recently, but this could change rapidly. Personal computers (PCs) can now present videos or photorealistic simulations of risky, cognitively demanding traffic scenarios that require quick responses without putting the participant at risk. As such programs proliferate, evaluating their effectiveness poses a major challenge. We report the use of a fixed-base driving simulator to study the effects of both experience on the road and PC-based risk awareness training on younger drivers' part-task simulator driving performance in risky traffic scenarios. We ran three groups of drivers on the simulator: one group first trained on the PC (younger, inexperienced drivers) and two groups who received no PC training (younger, inexperienced and experienced drivers). Overall, the younger, inexperienced drivers who were trained on a PC operated their vehicles in risky scenarios in ways that differed measurably from those of the untrained younger, inexperienced drivers and, more important, in ways that we believe would decrease their exposure to risk considering that, on average, their behavior was more similar to the behavior of the untrained, experienced drivers. More research is needed to demonstrate whether these findings apply on the open road to the larger population of younger drivers. However, at least initially, the research suggests that PC-based risk awareness training programs have the potential to reduce the high crash rate among younger, inexperienced drivers. 相似文献
12.
Martin Colbert 《Personal and Ubiquitous Computing》2005,9(3):134-141
This paper reports on a diary study of rendezvousing as performed by university students. The study compares students experience of communication before and during rendezvous. During rendezvous, students rated several aspects of the experience of communication lower than before rendezvous. This impairment of experience is attributed to the cumulative effects of the following aspects of the context of use: noise, multiple task performance, conflict with social norms, incomplete network coverage, time pressure and conflict with preferred life paths. User performance goals for context-aware communication systems are discussed.
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Martin ColbertEmail: |
13.
What role can computers play in the study of strategic interpersonal behaviours, and research on affective influences on social behaviour in particular? Despite intense recent interest in affective phenomena, the role of affect in social interaction has rarely been studied. This paper reviews past work on affective influences on interpersonal behaviour, with special emphasis on Michael Argyle’s pioneering studies in this field. We then discuss historical and contemporary theories of affective influences on social behaviour. A series of experiments using computer-mediated interaction tasks are described, investigating affective influences on interpersonal behaviours such as self-disclosure strategies and the production of persuasive arguments. It is suggested that computer-mediated interaction offers a reliable and valid technique for studying the cognitive, information processing variables that facilitate or inhibit affective influences on interpersonal behaviour. These studies show that mild affective states produce significant differences in the way people perform in interpersonal situations, and can accentuate or attenuate (through affective priming) self-disclosure intimacy or persuasive argument quality. The implications of these studies for recent theories and affect-cognition models, and for our understanding of people’s everyday interpersonal strategies are discussed. 相似文献
14.
Earl H. McKinney Jr. James R. Barker Daryl R. Smith Kevin J. Davis 《Information & Management》2004,41(8):339
We define a new subset of action teams termed swift starting action teams. These high technology groups of professional, well trained strangers perform from the moment they start working and face high stakes from the beginning. For these teams, we present evidence that the expression of communication values precedes effective task communication and team performance. IT professionals increasingly team with other professionals in high technology environments, such as swift starting action teams. Communication and communication values are important to the success of action team interactions common to IT professionals, such as requirements analysis, knowledge discovery interviews, and end user service engagements. 相似文献
15.
To determine the relative safety of onboard display positions while driving, participants performed a lane-keeping task in a driving simulator. Concurrently, they reacted to a light by pushing the brake pedal. A secondary task was projected onto a display at one of the seven different locations in the cockpit. Behavioral data, eye movements, and subjective rating scales showed that the manipulation of display information during driving disturbed drivers' performance exponentially as a function of distance between the line of sight to the outside primary task and the onboard display position. Vertical eccentricity had a greater detrimental effect than horizontal distance. Under a certain condition with a high secondary task load, reaction time of pushing the brake to the outside stimulus nearly doubled with a diagonal eccentricity of 35 degrees as compared to lower eccentricities. Subjective workload measures complement the behavioral data of clear detrimental effects with eccentricities of at least 35 degrees . 相似文献
16.
There is some controversy in the MIS literature concerning the potential impact of computer systems on interpersonal communication in organizations. Generally, MIS researchers have found that effective communication between users and designers is an important factor in determining user satisfaction and MIS success.Recently, however, Naylor [8] has argued that decision support systems (DSS) may isolate managers from interaction with others. This is in marked contrast to the contentions of Wagner [16] and Huber [6] that DSS may lead to more effective managerial communication.We would argue that DSS encourage communication for several reasons: adaptive DSS development requires continued manager-analyst interaction; DSS-based decisions often require groups of managers; and there is a greater need for human information processing in a DSS environment.This paper reports the results of a study of the relationships between DSS usage and organizational communications. It was found that users in three different categories (managers, financial or planning analysts (FPAs), and “others”) felt that DSS usage encouraged communication. Also, significant positive relationships were found between increased communication and overall satisfaction with the DSS for all three groups. Finally, for managers and FPAs, significant positive relationships were found between increased communication and satisfaction with the DSS in decision-making activities. 相似文献
17.
ContextExperience curve is a well-known concept in management and education science, which explains the phenomenon of increased worker efficiency with repetitive production of a good or service.ObjectiveWe aim to analyze the impact of the experience curve effect on the Return on Investment (ROI) in the software product line engineering (SPLE) process.MethodWe first present the results of a systematic literature review (SLR) to explicitly depict the studies that have considered the impact of experience curve effect on software development in general. Subsequently, based on the results of the SLR, the experience curve effect models in the literature, and the SPLE cost models, we define an approach for extending the cost models with the experience curve effect. Finally, we discuss the application of the refined cost models in a real industrial context.ResultsThe SLR resulted in 15 primary studies which confirm the impact of experience curve effect on software development in general but the experience curve effect in the adoption of SPLE got less attention. The analytical discussion of the cost models and the application of the refined SPLE cost models in the industrial context showed a clear impact of the experience curve effect on the time-to-market, cost of development and ROI in the SPLE adoption process.ConclusionsThe proposed analysis with the newly defined cost models for SPLE adoption provides a more precise analysis tool for the management, and as such helps to support a better decision making. 相似文献
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19.
Yutao Ba Bryan Reimer Yan Yang Gavriel Salvendy 《Behaviour & Information Technology》2015,34(11):1107-1118
Communicational signals (e.g. lights and horns) are imperative for on-road interaction between drivers. The aim of the present study was to explore how these signals affect drivers' subjective appraisal and visual attention, and how drivers decode the signals from other vehicles within a variety of interactive contexts. Twenty-five male participants (20 valid samples, ranging from 21 to 29 years of age) were recruited to watch film clips of pre-designed interactive scenarios involving common vehicle signals in a full-view simulator (i.e. including road view and mirror views). Participants' attitudes towards the interacting vehicle's behaviours, emotional responses, fixation metrics, and decoded meanings were recorded and analysed. The majority of tested signals, with the exception of the horn used in the behind vehicles, significantly improved drivers' attitudes and pleasure. All signals significantly increased emotional arousal, as well as the total fixation time and mean fixation duration on the interacting vehicle. When the interacting vehicle was visible in mirrors, the signal usage significantly increased the fixation frequency towards it. Meanwhile, a significant decrease in total fixation time and mean fixation duration on the road was reported. The results also demonstrated that the decoded signal contained several meanings simultaneously depending on both the signal type and its interactive context. This study quantified the communication process via vehicular signals under typical situations involving other vehicles, and also suggested new ideas on how to establish more advanced communication between drivers. 相似文献
20.
This study tested the potential of the frequency-independent components of habit, or automaticity, to predict the rate of texting while driving. A survey of 441 college students at a large American university was conducted utilizing a frequency-independent version of the experimentally validated Self-Report Habit Index (SRHI; and ). Controlling for gender, age, and driver confidence, analyses showed that automatic texting tendencies predicted both sending and reading texts while driving. The findings suggest that texting while driving behavior may be partially attributable to individuals doing so without awareness, control, attention, and intention regarding their own actions. The unique contribution of automaticity explained more variance than overall individual usage, and remained significant even after accounting for norms, attitudes, and perceived behavioral control. The results demonstrate the importance of distinguishing the level of automaticity from behavioral frequency in mobile communication research. Future applications and implications for research are discussed. 相似文献