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1.
Limited information is available regarding ergonomic foldable display device forms. This two-stage study involving young South Koreans (divided into three hand-length groups) was conducted to determine ergonomic forms for hand-held foldable display devices considering folding/unfolding comfort and preference. Stage I obtained the suitability of three screen sizes for five tasks. Stage II evaluated 14 different bi- and tri-folding methods considering screen size, folding direction, and folding time. The effects of hand length were all non-significant. Screen size preferences were task-dependent; small screens were preferred for making calls, and medium screens for web searching and gaming. Folding methods affected folding/unfolding comfort and preference; outward screen and Z-shape screen folding were the most preferred bi- and tri-fold concepts, respectively. Screen protection and access appeared to be competing factors in the user preference determination process. Foldable screen size and folding method should be determined by considering tasks, folding/unfolding comfort, and user preferences.

Practitioner summary: A 13.5?cm screen was preferred for making calls, whereas a 17.5?cm screen was best for web searching and gaming. An outward bi-fold screen concept with a 17.5?cm screen and Z-shape tri-fold screen concept with a 22.9?cm screen were preferred. Overall, the Z-shape concept was most preferred.

Abbreviations: SD: standard deviation; ANOVA: analysis of variance; H: Height; W: Width; T: Thickness  相似文献   


2.
Carl Pankok Jr. 《Ergonomics》2018,61(5):682-696
Existing measures of display clutter in the literature generally exhibit weak correlations with task performance, which limits their utility in safety-critical domains. A literature review led to formulation of an integrated display data- and user knowledge-driven measure of display clutter. A driving simulation experiment was conducted in which participants were asked to search ‘high’ and ‘low’ clutter displays for navigation information. Data-driven measures and subjective perceptions of clutter were collected along with patterns of visual attention allocation and driving performance responses during time periods in which participants searched the navigation display for information. The new integrated measure was more strongly correlated with driving performance than other, previously developed measures of clutter, particularly in the case of low-clutter displays. Integrating display data and user knowledge factors with patterns of visual attention allocation shows promise for measuring display clutter and correlation with task performance, particularly for low-clutter displays.

Practitioner Summary: A novel measure of display clutter was formulated, accounting for display data content, user knowledge states and patterns of visual attention allocation. The measure was evaluated in terms of correlations with driver performance in a safety-critical driving simulation study. The measure exhibited stronger correlations with task performance than previously defined measures.  相似文献   


3.
The present investigation evaluated the effects of virtual reality (VR) training on the performance, perceived workload and stress response to a live training exercise in a sample of Soldiers. We also examined the relationship between the perceptions of that same VR as measured by engagement, immersion, presence, flow, perceived utility and ease of use with the performance, workload and stress reported on the live training task. To a degree, these latter relationships were moderated by task performance, as measured by binary (Go/No-Go) ratings. Participants who reported positive VR experiences also tended to experience lower stress and lower workload when performing the live version of the task. Thus, VR training regimens may be efficacious for mitigating the stress and workload associated with criterion tasks, thereby reducing the ultimate likelihood of real-world performance failure.

Practitioner Summary: VR provides opportunities for training in artificial worlds comprised of highly realistic features. Our virtual room clearing scenario facilitated the integration of Training and Readiness objectives and satisfied training doctrine obligations in a compelling engaging experience for both novice and experienced trainees.  相似文献   


4.
For product developers that design near-body products, virtual mannequins that represent realistic body shapes, are valuable tools. With statistical shape modelling, the variability of such body shapes can be described. Shape variation captured by statistical shape models (SSMs) is often polluted by posture variations, leading to less compact models. In this paper, we propose a framework that has low computational complexity to build a posture invariant SSM, by capturing and correcting the posture of an instance. The posture-normalised SSM is shown to be substantially more compact than the non-posture-normalised SSM.

Practitioner summary: Statistical shape modelling is a technique to map out the variability of (body) shapes. This variability is often polluted by variations in posture. In this paper, we propose a framework to build a posture invariant statistical shape model.

Abbreviations: SSM: statistical shape model; 1D: one-dimensional; 3D: three-dimensional; DHM: digital human model; LBS: linear blend skinning; PCA: princial component analysis; PC: principal component; TTR: thumb tip reach.  相似文献   


5.
Ergonomics has been a very important activity in the design process. However, ergonomics rarely includes the environmental requirements into the design of products. The article proposes and presents the Eco-Ergo model through its application to a real-world product, a washing machine, to allow designers and ergonomists to establish product design requirements in order to minimise environmental impacts related to user–product interaction during the use stage. This model uses a visual language of representation, Blueprinting-based, that helps designers explore problems they have not previously considered during the market research when a wide variety of products with different interaction elements is analysed. The application of this model allows direct efforts and attention on the user analysis phase in the most influential user’s actions on the environmental performance of energy-related products during use, establishing ergonomics requirements related to users behaviour at the initial design phase.

Practitioner summary: This study provides a proposal to incorporate ergonomics into the practice of eco-design through the use of human factors in the establishment of initial eco-design requirements. This blueprint-based model combines an empirical and theoretical approach, based on the product test developed by designers, ergonomists and environmentalists.

Abbreviations: CO2: carbon dioxide; DBIM: design behaviour intervention model; DfSB: design for sustainable behaviour; DwI Method: design with intent method; LCA: life cycle assessment; LCD: liquid cristal display; MJ: megajoule; MTM: methods-time measurement; PSS: product-service system; RPM: revolutions per minute  相似文献   


6.
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   


7.
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   


8.
Visual lobe is a useful tool for predicting visual search performance. Up till now, no study has focused on dynamic visual lobe. This study developed a dynamic visual lobe measurement system (DVLMS) that could effectively map dynamic visual lobe and calculate visual lobe shape indices. The effects of display movement velocity on lobe shape indices were examined under four velocity conditions: 0, 4, 8 and 16 deg/s. In general, with the increase of display movement velocity, visual lobe area and perimeter became smaller, whereas lobe shape roundness, boundary smoothness, symmetry and regularity deteriorated. The elongation index was not affected by velocity. Regression analyses indicated that display movement velocity was important in determining dynamic visual lobe shape indices. Dynamic visual lobe provides another option for better understanding dynamic vision, in addition to dynamic visual acuity. Findings of this study can provide guidelines for analysing and designing dynamic visual tasks.

Practitioner Summary: Dynamic visual lobe is important in reflecting the visual ability of searching for a moving target. We developed a dynamic visual lobe measurement system (DVLMS) and examined display movement velocity’s effects on lobe shape. Findings revealed that velocity was a key factor affecting dynamic visual lobe shape indices.  相似文献   


9.
10.
Effective interactions in both real and stereoscopic environments require accurate perceptions of size and position. This study investigated the effects of parallax and interpupillary distance (IPD) on size perception of virtual objects in widescreen stereoscopic environments. Twelve participants viewed virtual spherical targets displayed at seven different depth positions, based on seven parallax levels. A perceptual matching task using five circular plates of different sizes was used to report the size judgment. The results indicated that the virtual objects were perceived as larger and smaller than the corresponding theoretical sizes, respectively, in negative and positive parallaxes. Similarly, the estimates from participants with small IPDs were greater than the predicted estimates. The findings of this study are used to explain human factor issues such as the phenomenon of inaccurate depth judgments in virtual environments, where compression is widely reported, especially at farther egocentric distances. Furthermore, a multiple regression model was developed to describe how the size was affected by parallax and IPD.

Practitioner Summary: The study investigates the effects of parallax and interpupillary distance on size perception of virtual targets in a stereoscopic environment. Virtual objects were perceived as larger in negative and smaller in positive parallax. Also, size estimates were greater than the theoretical sizes for participants with smaller IPD. A multiple-regression model explains the impact of parallax and measured IPD. Abbreviations IPD interpupillary distance

VR virtual eality

HMD head mounted-displays

2AFC two-alternative forced choice

IOD interocular distance

PD pupillary distance

ANOVA analysis of variance

  相似文献   

11.
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   


12.
Objective: Objective and subjective methods have been used in the past to assess workplace fatigue, but little is known about correlations between them. We examine correlations between subjective and objective measures, including measures collected in a workplace scenario. Methods: 15 young and 17 older participants were assessed before and after work with four types of fatigue measure: objective physical (posturography), objective mental (psychomotor vigilance task), subjective physical and mental (self-assessment), objective and subjective realistic (oculomotor behaviour, observer-rated facial expression, typing performance). Results: Pre- and post-test scores were analysed with an ANOVA, significant differences were submitted to a factor analysis. It yielded three factors: one representing posturography, the second self-rated mental and physical fatigue and the third observer-rated facial expression. Conclusions: Results advocate the existence of three independent fatigue components: Objective physical fatigue, introspective and extrospective fatigue.

Practitioner Summary: This study analyses correlations between different subjective and objective fatigue markers to better understand the complex nature of workplace fatigue. Measurements were conducted directly at the workplace. Results reveal that fatigue comprises three independent fatigue components: Objective physical fatigue, introspective and extrospective fatigue.  相似文献   


13.
Repetitive workplace tasks are associated with fatigue-induced changes to shoulder muscular strategies, potentially altering kinematics and elevating susceptibility to tissue overexposures. Accessible and reliable methods to detect shoulder muscle fatigue in the workplace are therefore valuable. Detectable changes in joint motion may provide a plausible fatigue identification method. In this investigation, the onset of the first kinematic changes, as identified by a symbolic motion representation (SMSR) algorithm, and the onset of substantial surface electromyography (sEMG) mean power frequency (MPF) fatigue were not significantly different, both occurring around 10% of task duration. This highlights the potential utility of SMSR identified directional changes in joint motion during repetitive tasks as a cue of substantial muscle fatigue, enabling ergonomics responses that can mitigate shoulder muscular fatigue accumulation and its associated deleterious physical effects.

Practitioner Summary: The onset of substantial muscle fatigue during a repetitive dynamic task was assessed using kinematics and myoelectric-based techniques. Algorithmically detectable directional changes in upper extremity joint motion occurred with the onset of substantial muscle fatigue, highlighting the potential of this as a useful approach for workplace fatigue identification.  相似文献   


14.
The objective of this study was to assess how wearing a passive trunk exoskeleton affects metabolic costs, movement strategy and muscle activation during repetitive lifting and walking. We measured energy expenditure, kinematics and muscle activity in 11 healthy men during 5?min of repetitive lifting and 5?min of walking with and without exoskeleton. Wearing the exoskeleton during lifting, metabolic costs decreased as much as 17%. In conjunction, participants tended to move through a smaller range of motion, reducing mechanical work generation. Walking with the exoskeleton, metabolic costs increased up to 17%. Participants walked somewhat slower with shortened steps while abdominal muscle activity slightly increased when wearing the exoskeleton. Wearing an exoskeleton during lifting decreased metabolic costs and hence may reduce the development of fatigue and low back pain risk. During walking metabolic costs increased, stressing the need for a device that allows disengagement of support depending on activities performed.

Practitioner summary: Physiological strain is an important risk factor for low back pain. We observed that an exoskeleton reduced metabolic costs during lifting, but had an opposite effect while walking. Therefore, exoskeletons may be of benefit for lifting by decreasing physiological strain but should allow disengagement of support when switching between tasks.

Abbreviations: COM: centre of mass; EMG: electromyography; LBP: low back pain; MVC: maximum voluntary isometric contraction; NIOSH: National Institute for Occupational Safety and Health; PLAD: personal lift augmentation device; PWS: preferred walking speed without exoskeleton; PWSX: preferred walking speed with exoskeleton; ROM: range of motion; RER: respiratory exchange ratio; V ?O2max: maximum rate of oxygen consumption  相似文献   


15.
Operators of highly automated driving systems may exhibit behaviour characteristic for overtrust issues due to an insufficient awareness of automation fallibility. Consequently, situation awareness in critical situations is reduced and safe driving performance following emergency takeovers is impeded. A driving simulator study was used to assess the impact of dynamically communicating system uncertainties on monitoring, trust, workload, takeovers, and physiological responses. The uncertainty information was conveyed visually using a stylised heart beat combined with a numerical display and users were engaged in a visual search task. Multilevel analysis results suggest that uncertainty communication helps operators calibrate their trust and gain situation awareness prior to critical situations, resulting in safer takeovers. In addition, eye tracking data indicate that operators can adjust their gaze behaviour in correspondence with the level of uncertainty. However, conveying uncertainties using a visual display significantly increases operator workload and impedes users in the execution of non-driving related tasks.

Practitioner Summary: This article illustrates how the communication of system uncertainty information helps operators calibrate their trust in automation and, consequently, gain situation awareness. Multilevel analysis results of a driving simulator study affirm the benefits for trust calibration and highlight that operators adjust their behaviour according to multiple uncertainty levels.  相似文献   


16.
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   


17.
Ranked events are pivotal in many important AI-applications such as Question Answering and recommendations systems. This paper studies ranked events in the setting of harness racing.

For each horse there exists a probability distribution over its possible rankings. In the paper, it is shown that a set of expected positions (and more generally, higher moments) for the horses induces this probability distribution.

The main contribution of the paper is a method, which extracts this induced probability distribution from a set of expected positions. An algorithm is proposed where the extraction of the induced distribution is given by the estimated expectations. MATLAB code is provided for the methodology.

This approach gives freedom to model the horses in many different ways without the restrictions imposed by for instance logistic regression. To illustrate this point, we employ a neural network and ordinary ridge regression.

The method is applied to predicting the distribution of the finishing positions for horses in harness racing. It outperforms both multinomial logistic regression and the market odds.

The ease of use combined with fine results from the suggested approach constitutes a relevant addition to the increasingly important field of ranked events.  相似文献   


18.
Sex-related differences in work technique may contribute to increasing the risk of musculoskeletal joint disorders among women. In lifting tasks, sex differences have been reported for the trunk and lower limb, although women present a higher prevalence of shoulder disorders. We investigated sex differences in the upper limb technique during a lifting task. Trunk and upper limb kinematics were recorded in 27 women and 27 men lifting a box (6 or 12?kg) from hip to eye level. Work technique was quantified through the three-dimensional contribution of each joint to overall box height. The glenohumeral joint showed a higher contribution in women with a 6?kg box and wrist and elbow joints did with a 12?kg box, compared to men at either 6 or 12?kg. Sex differences occurred systematically above shoulder level. Our results argue for careful consideration of sex during ergonomic intervention, particularly during the overhead task.

Practitioner Summary: We investigated the sex-related differences in upper limb technique during lifting tasks. Results highlight a sex-specific kinematic strategy above the shoulder level on the glenohumeral joint and on the wrist and elbow joints. To help reduce women’s shoulder disorders in overhead task, ergonomic interventions should account for those differences.

Abbreviations: DoF: degree-of-freedom; WR/EL: wrist and elbow; GH: glenohumeral; SC/AC: sternoclavicular and acromioclavicular; TR/PE: pelvo-thoracic  相似文献   


19.
Many industrialised working populations are ageing and prolonged sitting exposures are prevalent across occupational sectors. The purpose of this work was to determine the effect of age and sex on passive spine stiffness, postures and discomfort in response to seated work. A total of 34 participants were recruited, with 17 older adults with an average age of (standard deviation) 63.7 (±3.9) years and 17 younger adults aged 23.8 (±5.0) years. Participants were asked to sit continuously for 90?min while typing. Baseline passive spine stiffness was higher in older adults at 40% flexion compared to younger adults (p?=?.0233). Older adults sat in less normalised flexion, at 33.4% (±16.4) compared to 60.9% (±20.2) in the younger group (p?=?.0003). Discomfort was higher among older adults in the neck, right shoulder and middle back regions (p?<?.0086). An understanding of age-specific responses to workplace exposures is essential to determine whether age-specific interventions are warranted.

 

Practitioner summary: Older adults had higher passive spine stiffness and sat with less flexion during prolonged sitting. Discomfort was higher among older adults and occurred earlier in the simulation compared to younger participants, indicating that interventions, such as walking breaks may need to be implemented earlier during sitting for aged workers.  相似文献   


20.
Witnesses may construct a composite face of a perpetrator using a computerised interface. Police practitioners guide witnesses through this unusual process, the goal being to produce an identifiable image. However, any changes a perpetrator makes to their external facial-features may interfere with this process. In Experiment 1, participants constructed a composite using a holistic interface one day after target encoding. Target faces were unaltered, or had altered external-features: (i) changed hair, (ii) external-features removed or (iii) naturally-concealed external-features (hair, ears, face-shape occluded by a hooded top). These manipulations produced composites with more error-prone internal-features: participants’ familiar with a target’s unaltered appearance less often provided a correct name. Experiment 2 applied external-feature alterations to composites of unaltered targets; although whole-face composites contained less error-prone internal-features, identification was impaired. Experiment 3 replicated negative effects of changing target hair on construction and tested a practical solution: selectively concealing hair and eyes improved identification.

Practitioner Summary: The research indicates that when a target identity disguises or changes hair, this can lead to a witness (or victim) constructing a composite that is less readily identified. We assess a practical method to overcome this forensic issue.

Abbreviation: GEE: Generalized Estimating Equations  相似文献   


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