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1.
Large screens have become more popular in recent years. Because of the increasing size of displays, the amount of information presented in the peripheral visual field has gained importance in many tasks on visual display units. Users of displays are often exposed to some change or difference in luminance in or between different areas of a display, which in turn may produce a phenomenon known as discomfort glare. Discomfort glare is likely to affect cognitive performance. The performance in the visual periphery is more susceptible to disturbances as is the case for the performance in the central visual field.  相似文献   

2.
《Ergonomics》2012,55(3):400-402
When polygon displays are used to represent multiple sources of information, sometimes they can be processed in parallel so that the significant information can be taken in ‘at a glance’. Previous studies found that reaction times (RTs) remained constant as the number of vertices was increased (Greaney and MacRae 1993). However, these studies did not call for the explicit identification of critical vertices and used polygons that were relatively regular. The present study required abnormal vertices to be identified, and it was found that RTs increased as a function of the total number of vertices. In addition, RTs were longer when the variability of the displayed information was greater, that is, when the polygon was more irregular. It was concluded that the polygon display may have more potential as a global warning indicator than as a means of displaying individual parameter values, which must be assessed separately.  相似文献   

3.
    
The purpose of this study was to determine how latency in a head-mounted display (HMD) affects human performance. Virtual environments (VEs) are used frequently for training. However, VEs can cause simulator sickness. Prior work in our laboratory has examined the role of varying latency in simulator sickness. However, the effect of varying latency on task performance has not been examined. Subjects participated in a repeated measures study where they were exposed to two different latency conditions in an HMD: constant (70 ms) and varying (70–270 ms). During each HMD exposure, subjects used a laser pointer to repeatedly “shoot” at laser targets while accuracy and time-to-hit were recorded. Subjects scored fewer hits and took longer to hit targets in the varying latency condition. These findings indicate that individuals exposed to varying latency perform worse than individuals exposed to a lower constant latency.  相似文献   

4.
    
Abstract— The visual performance of TFT-LCDs and CRT displays with different pixel densities were measured using task-oriented tests and subjective measures of visual comfort and preferences. The effect of resolution on displayed letter legibility was measured. The legibility of letters increases with increasing pixel resolution. At a viewing distance of 50 cm, no significant differences were obtained in letter-counting rates of capital letters 24 arcmin high, or reading rates of mixed-case letters with 16 arcmin x-height. In a second study for small letters, differences in letter-counting and reading speeds were obtained for the different display conditions. For capital letters about 1.5 mm high, the letter-counting speed was about 6% faster for a 157-ppi TFT-LCD than for a CRT. On 83-ppi TFT-LCD, letters this small could not be adequately rendered and were unrecognized. At a 50-cm viewing distance, some subject preference and improved visual comfort was obtained for the high-resolution TFTLCD.  相似文献   

5.
Sounds such as co-workers chatting nearby or a dripping faucet help us maintain awareness of and respond to our surroundings. Without a tool that communicates ambient sounds in a non-auditory manner, maintaining this awareness is difficult for people who are deaf. We present an iterative investigation of peripheral, visual displays of ambient sounds. Our major contributions are: (1) a rich understanding of what ambient sounds are useful to people who are deaf, (2) a set of visual and functional requirements for a peripheral sound display, based on feedback from people who are deaf, (3) lab-based evaluations investigating the characteristics of four prototypes, and (4) a set of design guidelines for successful ambient audio displays, based on a comparison of four implemented prototypes and user feedback. Our work provides valuable information about the sound awareness needs of the deaf and can help to inform further design of such applications.  相似文献   

6.
    
Cybersickness is often experienced when viewing virtual environments through head-mounted displays (HMDs). This study examined whether vection (i.e., illusory self-motion) and mismatches between perceived and physical head motions contribute to such adverse experiences. Observers made oscillatory yaw head rotations while viewing stereoscopic optic flow through an Oculus Rift HMD. Vection and cybersickness were measured under 3 conditions of visual compensation for physical head movements: “compensated”, “uncompensated”, and “inversely compensated”. When a nearer aperture was simulated by the HMD, vection was found to be strongest in the “compensated” condition and weakest in the “inversely compensated” condition. However, vection was similar for all 3 conditions during full-field exposures. Cybersickness was most severe for the “inversely compensated” condition, but was not different for the other two conditions. We conclude that mismatches between perceived and physical head-movements can contribute strongly to cybersickness. The relationship between vection and cybersickness is weaker and appears complex.  相似文献   

7.
Two forms of decision support were evaluated using a simulated process control task environment. The time tunnel display design concept provides temporal (historical) information about the value of variables and relationships over time using perspective geometry and the depth plane. The compensated level variable is a quickened display that provides estimates of system state that is not confounded by counter-intuitive and time-delayed thermodynamic effects. These two forms of decision support were applied factorially (present, absent) to produce four experimental conditions. The results for system control and fault detection tasks indicate that display quickening improved performance significantly while the time tunnel displays did not. The results for data extraction tasks (reporting the values of system variables) were dependent upon the quality of the mapping between properties in the domain and visual features in the display. Methodological factors that may have influenced the results are considered and subsequent evaluations of the time tunnels design technique, using alternative methodologies, are discussed. It is concluded that the time tunnels display design concept has potential as a form of decision support and is worthy of additional research efforts.  相似文献   

8.
    
Abstract— The effects of interocular luminance differences on stereoscopic depth perception has been investigated. The stimuli were stereoscopic square‐shaped targets created from disparity embedded in a dynamic random‐dot stereogram, which eliminated other cues to depth perception. The results revealed that stereoscopic depth perception survived significant interocular differences in luminance levels, even up to differences of 60%, provided that display luminance was approximately 0.63 cd/m2 or higher. In terms of design criteria, developers of stereo displays can use a fairly large range of interocular luminance levels and still induce good stereo depth perception.  相似文献   

9.
    
The present research investigated the effect of supplemental messages on compliance with and recall of product manual instructions. During the unpacking of a computer disk drive supplemental messages were presented that concerned procedures to prevent product damage during installation. The supplemental messages were either presented by digitized voice (auditory) or by printed placard (visual). Two types of message were presented. Either the message gave specific warning instructions or directed users to a specific location in the product manual where the instructions were printed. Results show that the supplemental voice and print messages increased compliance behavior compared to the manual only. The voice message produced the greatest recall compared to print or no supplement. There was no effect of the warning vs directive manipulation. The results support the use of supplemental messages to communicate particularly important information. Implications for the delivery of warning instructions in product manuals are discussed.

Relevance to industry

Manufacturers are responsible for warning users about hazards associated with foreseeable use or misuse of their products. The present study shows that a supplemental print or voice message combined with a typical product manual produces significantly higher compliance than the manual alone.  相似文献   


10.
设计一套基于机器视觉的蟋蟀体态测量装置,初步研究用图像处理和图像测量的方法实现对蟋蟀躯干长宽的测量.该装置构建一个PC-Based的机器视觉系统,利用VisuaI Basic开发工具编写图像处理算法和图像测量算法的程序.应用惯性主轴的方法实现蟋蟀图片位置的归一化,应用数学形态学分割算法实现了蟋蟀躯干与足和触角的分割,将分割后的躯干进行边缘提取,从而进行蟋蟀体态的测量.  相似文献   

11.
    
In this work, we developed a wearable system using a commercial stereoscopic head-mounted display. We compared depth first-then contour (df-tc) and contour first-then depth (cf-td) algorithms in terms of images processed per second rate versus the window size and sweep values. Likewise, we performed a comparison of several edge detection methods in the same terms. The developed technical aid was clinically tested. We evaluated the preferred walking speed and the walking speed with and without the devices during three test circuits. For comparative analysis of anxiety levels, we recorded patients’ heart rate data before, during and after the test. The system has proven its potential for enhancing the patients’ mobility and reducing the level of anxiety related to movement activities.  相似文献   

12.
Abstract— Many applications, such as AmbiLight TV and atmosphere creation with dynamic light, generate colored light that changes gradually from one color to another. However, there is not much scientific knowledge on how to create suitable color transitions. This study investigates what is perceptually the most optimal way to create a temporal color transition between two colors. The first experiment measured the ability to distinguish between two temporal color transitions. The reference transition was a linear interpolation between two colors in CIELab, the test transitions were arcs defined in different planes going through the linear transition. Discrimination thresholds ranged between 2.5 and 12.5 ΔEab, depending on the color pair, direction, and duration of the transition. In the second experiment, several perceptually different color transitions were compared. The most preferred transitions were a linear transition in CIELab and a linear transition in RGB. The results suggest that it is possible to design a general algorithm for temporal color transitions that is appreciated by human observers, independent of color pair and application.  相似文献   

13.
《Ergonomics》2012,55(3):321-327
The energy cost of ft number of tactical tasks was measured for soldiers during tactically controlled rather than experimentally controlled tasks. The upper range of energy expenditure rates was 400 to 4:10 kcal per hour during these tactical manoeuvres; incipient physical or heat exhaustion was associated with the few much higher values. The realism of the tactical situation, and an estimate of the contribution made by the heat load and wearing of the gas mask to the energy costs measured is presented. The hypothesis is presented that the upper range of energy expenditure rates for prolonged periods is independent of terrain when men are allowed to work at their own pace, but depends on the total weight carried. The relationship between ventilation volume and energy expenditure in this study is compared with data presented by Liddell and supports the argument that calculation of energy expenditure can be reliably made using a single formula to convert ventilation volume par se, particularly within the practical accuracy of field measurements  相似文献   

14.
    
Using computer vision and deep learning (e.g., Convolutional Neural Networks) to automatically recognise unsafe behaviour from digital images can help managers identify and respond quickly to such actions and mitigate an adverse event. However, there has been a tendency for computer vision studies in construction to focus solely on detecting unsafe behaviour (i.e., object detection) or the regions of interest with pre-defined labels. Moreover, such approaches have been unable to consider rich semantic information among multiple unsafe actions in a digital image. The research we present in this paper uses a safety rule query to determine and locate several unsafe behaviours in a digital image by employing a visual grounding approach. Our approach consists of: (1) visual and text feature extraction, (2) recursive sub-query, and (3) generation of the bounding box. We validate our approach by conducting an experiment to demonstrate it is effectiveness. The results from an experimental study demonstrate an average precision, recall, and F1-score were 0.55, 0.85, and 0.65, respectively, suggesting our approach can accurately identify and locate different types of unsafe behaviours from digital images acquired from a construction site.  相似文献   

15.
With the rise in stereoscopic 3D media, there has been concern that viewing stereoscopic 3D (S3D) content could have long-term adverse effects, but little data are available. In the first study to address this, 28 households who did not currently own a 3D TV were given a new TV set, either S3D or 2D. The 116 members of these households all underwent tests of balance, coordination and eyesight, both before they received their new TV set, and after they had owned it for 2 months. We did not detect any changes which appeared to be associated with viewing 3D TV. We conclude that viewing 3D TV does not produce detectable effects on balance, coordination or eyesight over the timescale studied.

Practitioner Summary: Concern has been expressed over possible long-term effects of stereoscopic 3D (S3D). We looked for any changes in vision, balance and coordination associated with normal home S3D TV viewing in the 2 months after first acquiring a 3D TV. We find no evidence of any changes over this timescale.  相似文献   


16.
    
Abstract— We present a process for active‐matrix flat‐panel‐display manufacture based on solution processing and printing of polymer thin‐film transistors. In this process, transistors are fabricated using soluble semiconducting, conducting, and dielectric polymer materials. Accurate definition of the transistor channel and other circuit components are achieved by direct ink‐jet printing combined with surface‐energy patterning. We have used this process to create 4800‐pixel 50‐dpi active‐matrix backplanes. These backplanes were combined with polymer‐dispersed liquid crystal to create the first ink‐jet‐printed active‐matrix displays. Our process is, in principle, environmentally friendly, low temperature, compatible with flexible substrates, cost effective, and advantageous for short‐run length and large display sizes. As well as polymer‐dispersed liquid crystal, this technology is applicable to conventional liquid‐crystal and electrophoretic display effects.  相似文献   

17.
    
In this paper we report an empirical study of the photographic portrayal of family members at home. Adopting a social psychological approach and focusing on intergenerational power dynamics, our research explores the use of domestic photo displays in family representation. Parents and their teenagers from eight families in the south of England were interviewed at home about their interpretations of both stored and displayed photos within the home. Discussions centred on particular photographs found by the participants to portray self and family in different ways. The findings show that public displays of digital photos are still curated by mothers of the households, but with more difficulty and less control than with analogue photos. In addition, teenagers both contribute and comply with this curation within the home, whilst at the same time developing additional ways of presenting their families and themselves online that are ‘unsupervised’ by the curator. We highlight the conflict of interest that is at play within teen and parent practices and consider the challenges that this presents for supporting the representation of family through the design of photo display technology.  相似文献   

18.
    
Abstract— This research identifies methods for signs of visual complaints associated with stereoscopic displays. Two potential causes for contradictory results concerning these signs in previous research are hypothesized: (1) not all clinical tests are equally appropriate and (2) there is a natural variation in susceptibility amongst people with normal vision. An optometric screening differentiated participants with moderate binocular status (MBS) from those with good binocular status (GBS). In a 2 × 2 within‐subjects design (2‐D vs. 3‐D and MBS vs. GBS), a questionnaire and eight optometric tests (i.e., binocular acuity, aligning prism, fixation disparity, heterophoria, convergent and divergent fusional reserves, vergence facility, and accommodation response) were each administered before and immediately after a reading task. Results revealed that only participants with MBS in 3‐D conditions showed clinically meaningful changes in fusion range, experienced more visual discomfort, and performed worse on the reading task. Acombination of fusion range measurements and self‐report is appropriate for evaluating visual complaints of stereoscopic stills, and people with a MBS are more susceptible to visual complaints associated with stereoscopic displays. A simple measurement tool, i.e., the ratio of reading performance between 2‐D and 3‐D, to categorize people based on their binocular status is proposed.  相似文献   

19.
《OpenGL三维图形程序设计》系列讲座第五讲曲线和曲面(下)3OpenGL中的曲面3.1二维算子一个Bezier曲面是一个二元向量值函数S(u,v)=[X(u,v),Y(u,v),Z(u,v)]这里u和v都可以在其定义域内变化。在二维情况下,除了所...  相似文献   

20.
    
Abstract— The purpose of this study was to investigate the diplopia limits for three‐dimensional stereoscopic content and to determine the main methodological issues when the limits are studied with an autostereoscopic display. One of the main issues regarding stereoscopic content is the structural features that enable the user to see stereo image as a single image. If the depth of the content is not within certain limits, the perceiver cannot see the images three dimensionally and the viewing is uncomfortable. On the other hand, if these limits are followed, the user can stereoscopically fuse the images and see the resulting three‐dimensional image correctly. Some of these limits were tested and guidelines for proper depth values for stereoscopic images will be presented.  相似文献   

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