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1.
The use of 3D stereoscopic display technology in all aspects of life has attracted considerable research attention. However, only few studies have simultaneously considered the effects of stereoscopic display technologies on visual fatigue and operating performances. This study with 36 participants (50% females; mean age = 23.17 years, SD = 3.3) analyzed the effects of display technologies, task complexity, and use time on operation performances, subjective and objective visual fatigue. Results indicated that display technology did not significantly affect the operation performances, whereas task complexity did. However, no interaction took place between them. Display technology had no significant effects on subjective visual fatigue and near-point accommodation (NPA) but affected critical fusion frequency (CFF) significantly. Use time had significant effects on both subjective and objective visual fatigue.  相似文献   

2.
Abstract

Prolonged VDU work leads to a number of detrimental changes in visual performance and to frequent complaints about asthenopia, musculoskeletal, and other symptoms. The relationship between changes in contrast adaptation at five spatial frequencies and workrelated symptoms were studied in an experimental approach with two groups, one working 2 h (n=13) and the other 4 h (n = 17). Both groups showed a significant reduction in visual acuity and contrast sensitivity, but there were no significant differences between working two or four hours. The relationship between contrast adaptation and symptoms showed a mixed pattern. For the 2 h group there was significant positive correlation between symptoms and all spatial frequencies. For the 4 h group there were mixed correlations between symptoms and contrast adaptation. The results offer only partial support to Lunn and Bank's hypotheses on contrast adaptation, accommodation control and visual fatigue symptoms. Contrast adaptation saturates after 1-2 h and induces a short term effect on visual fatigue. For longer work periods posture-ergonomic and oculomotor factors will penetrate and dilute the contrast sensitivity effect.  相似文献   

3.
In this paper, we analyze the visual fatigue of integral imaging three‐dimensional (3D) display by studying the accommodation and convergence when viewing the integral imaging 3D images. The theoretical analyses show that there is no inconsistency between the accommodation and convergence distances, which means that the integral imaging 3D display has no visual fatigue. Experiments are implemented, and the results finally demonstrate the rationality of the theoretical analyses. These analyses can be quite beneficial for researchers to better understand the performances and promote the practical applications of the integral imaging 3D display.  相似文献   

4.
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   


5.
Abstract— In this paper, the relative influences of misalignment such as cross‐talk, vertical shift, and motion blur on visual fatigue by using a binocular stereoscopic display has been verified. Experiments were conducted for two cases: a still image and a motion image. They were evaluated by using the simulator sickness questionnaire (SSQ). By changing the disparity angle, cross‐talk, and vertical shift in the still‐image experiment, it was found that the SSQ score of each parameter increased as the amount of each factor increased. With a two‐sample t‐test between the presence and absence of each factor, a significant difference was found for the case of a more than 36‐arcmin disparity, more than 20% cross‐talk, and more than 10% vertical shift. In the motion‐image experiment, in which motion speed and the misalignment were varied, it was found that movement of the disparity angle caused much more visual fatigue in comparison with the misalignment factors, which were cross‐talk and vertical shift. In contrast, motion images in addition to the cross‐talk and/or vertical shift had a slight but unnoticeable relationship to an increase in visual fatigue. Therefore, it was concluded that vertical shift dominated the evaluation for still images, and the movement itself dominated the evaluation for motion images. The results suggest that it is necessary to evaluate visual fatigue according to the representing case, still or motion images, of a 3‐D stereoscopic display.  相似文献   

6.
《Ergonomics》2012,55(4):763-776
A number of individual, ergonomic, and organizational factors of presumed importance for the occurrence of musculoskeletal disorders were investigated in a group of 260 visual display terminal (VDT) workers. The cross-sectional study utilized medical and workplace investigations as well as questionnaires. The results were subjected to a multivariate analysis in order to find the major factors associated with various upper-body muscular problems. Several such factors were identified for each investigated type of musculoskeletal problem. Some were related to the individual: age, gender, woman with children at home, use of spectacles, smoking, stomach-related stress reactions, and negative affectivity. Organizational variables of importance were opportunities for flexible rest breaks, extreme peer contacts, task flexibility, and overtime. Identified ergonomic variables were static work posture, hand position, use of lower arm support, repeated work movements, and keyboard or VDT vertical position.  相似文献   

7.
In various workplaces, gloves are commonly employed to protect the hands with the design rationale of 'the thicker the gloves, the better the protection'. Therefore, the present paper investigated the effects of glove thickness on hand performance and fatigue during two infrequent high-intensity gripping tasks, such as 5-s and sustained tasks. The hand performance was evaluated by maximum volitional contraction (MVC) and its associated time needed to reach the MVC (TMVC), and the total force generation (TFG) during the sustained task. The hand fatigue was assessed by MVC degeneration (DeltaMVC), the shift in time needed to reach the MVC (DeltaTMVC), and the maximal endurance time (MET) associated with the sustained task. Ten female subjects took part in the experiment voluntarily. The four-gloved conditions included bare hand, wearing one layer (Cotton-1), wearing two layers of cotton gloves (Cotton-2), and covering the handle with two layers of cotton glove and exerting with the bare hand (Covered-2). The results indicates that wearing gloves decreased the grip MVC, and the thicker the gloves, the less the grip MVC, but the wearing style did not change the MVC (Cotton-2 MVC was indifferent from Covered-2 MVC). As to muscular fatigue, on the other hand, wearing gloves did not affect DeltaMVC, MET, TMVC, or DeltaTMVC. Due to the greater bare-hand MVC and indifferent MET, bare-hand TFG was better than those conditions with gloves. Finally, the load specified here did not alter TMVC or DeltaTMVC, but the greater the load, the more strength degeneration (DeltaMVC) was induced.  相似文献   

8.
An investigation was conducted to determine the relationship between posture and performance while working on a VDU. Twenty-one female subjects performed a 20 min choice reaction time task in a within-subject design with shoulder flexion (0° versus 30°) and noise (55 dB versus 75 dB) as factors. Discomfort measures, electromyography (EMG) measures and measures of performance including reaction time and percentage of errors were collected. The results suggested poorer performance in the 30° shoulder flexion posture compared to the 0° shoulder flexion posture (performance index F1,20 = 3.95, p = 0.061). There was also significantly greater discomfort and fatigue, as indicated by EMG, in the 30° shoulder flexion compared to 0° shoulder flexion (discomfort: F1,20 = 99.30; p = 0.0001 EMG: F1,20 = 4.25, p = 0.052). The results of this study provide the most direct evidence that the posture of VDU users can affect their performance at a task. A number of possible mechanisms for posture to affect performance are explored using the data. The utility of data showing the effect of posture on performance data is discussed in terms of financial modelling to justify the cost of ergonomic intervention. Relevance to industryPoor posture whilst working at a VDU has been previously linked with the development of poor health but has not been directly linked with poor performance. This paper provides evidence to show posture can effect VDU performance. This enables organisations to use estimates of performance changes to model the costs of investment in ergonomic interventions.  相似文献   

9.
《Ergonomics》2012,55(8):1038-1053
Many real-world tasks require the simultaneous performance of memory scanning of several memorized items and visual scanning of several physically separated sources of information in the visual field. This paper reports a study that was conducted to quantify the possible interactions between memory scanning and visual scanning. A quantitative model was derived to integrate Sternberg's linear model of memory scanning and Neisser's linear model of visual scanning. The derived model was tested through two experiments. The experiments simulated a process controller's task of monitoring an array of instrument meters to detect if any of them indicated a system error. The subjects were required to keep a number of items in their working memory (the definition of errors) and search through an organized array of instrument meters to decide whether any of the meters carried an item that matched any of the memorized items in their working memory. Two experimental factors were investigated in both experiments: the number of memorized items and the number of circles needed to be searched These defined memory scanning demand and visual scanning demand respectively. Experiment 1 employed a different set of memorized items for each experimental trial, whereas experiment 2 employed the same set for all the trials that had the same experimental condition. The experiments identified both the strengths and the limitations of the derived model. Implications for human-machine interface design and human performance modelling are discussed.  相似文献   

10.
The rapid success of 3D display technology and daily accessibility to 3D images has greatly increased the interest in such applications for a wide range of fields. This paper compares the effects of watching movies with 2D and 3D displays depending on the viewing distance (3H vs. 6H, where H is the height of the screen) and viewing time to determine the visual fatigue using electromyography (EMG) in terms of the percentage of maximum voluntary contraction (%MVC) of the orbicularis oculi (OO) muscle activity and a subjective visual discomfort score. Twenty healthy male university students with a mean age of 27.7 ± 2.53 years participated in this study as volunteers. None had color blindness, and all had normal vision acuity. A mixed-measures design was performed. The results showed that the viewing time and distance had significant effects on the %MVC and OO muscle activity depending on the display type. Watching the 3D display from a short viewing distance produced significantly high visual fatigue compared to watching the 2D display from a short viewing distance. However, the 3D display seemed to be less stressful than the 2D display at long viewing distances.  相似文献   

11.
Many people complain about visual fatigue arising from viewing three‐dimensional (3D) displays. This paper investigates relationship between visual fatigue and viewers' phoria for viewing autostereoscopic 3D displays. Visual fatigue is evaluated through subjective symptoms with a questionnaire and optometric indicators comprising fusion range as well as accommodation convergence/accommodation (AC/A) ratio to measure the variation in visual functions. A screening test is adopted to divide the subjects into two groups based on whether they suffer from phoria. Then a 2 × 2 × 2 mixed design experiment is conducted with display type, viewing stage, and visual state as factors to examine visual fatigue during viewing session. The results show that phoria subjects obtain more severe visual fatigue than normal on subjective evaluation. The normal subjects reveal a more marked difference with phoria in fusion range and AC/A ratio after viewing 3D video clip. Fusion range can significantly distinguish between the two‐dimensional (2D) and 3D condition as well as between the pre‐ and post‐viewing stages. The sensitivity and specificity of fusion range is higher than AC/A ratio with respect to viewing of 3D contents, so it is more appropriate as an optometric indicator of visual fatigue for autostereoscopic 3D displays.  相似文献   

12.
Muscle fatigue is a significant cause of musculoskeletal injury and can easily induce unsafe behaviour. Push-type work is a common type of physical work, and if not designed appropriately, may lead to muscle fatigue. Previous studies on muscle fatigue mainly focus on investigating continuous force exertion, and in most of them, a constant muscle force is assumed, thereby ignoring the fluctuations present in exertion. In this study, bolt hole drilling was chosen to represent typical push-type work, and the muscle fatigue from this work was examined. The experimental system designed in this study monitored the muscle force in real time. In the experiments, different thrust angles (15°, 45°, and 75°), different relative force values (20% MVC, 40% MVC, and 60% MVC; MVC: maximum voluntary contraction) and different working time intervals (0 s, 30 s, 60 s, and 90 s) were considered. The results demonstrate that there is a significant positive correlation between the rating of perceived exertion (RPE) and muscle force attenuation (r = 0.786, p = 0). The cubic regression model (Y = − 0.00071x3 − 0.024x2 − 0.334x + 1.146, R2 = 0.639) fits the data most closely. Therefore, force attenuation can be used as a real-time indicator of muscle fatigue. In addition, the relative force value and thrust angle have a significant impact on the RPE score, whereas the working time interval has no major effect on it. This study provides a new method for evaluating muscle fatigue and a basis for the design of push-type work to reduce fatigue-induced accidents and musculoskeletal injuries.  相似文献   

13.
N. Osaka 《Displays》1985,6(3):138-140
The effect of the display of a visual display unit (VDU) on visual fatigue was investigated using the critical flicker frequency (CFF) paradigm. The results indicate that fatigue, as measured by CFF, varied as the VDU colour and eccentricity changed in the visual field. It was found that blue and red, that is, both extremes of the visible spectrum, strongly caused visual fatigue in the visual field when compared to green and yellow, that is, the middle range of the visible spectrum. Furthermore, for yellow and blue, VDU signal fatigue tended to decrease as the distance from the fovea increased. whereas for red and green, it increased by up to 10° in the periphery and then tended to decrease. The results indicate that yellow and green cause less fatigue in the periphery and fovea, respectively.  相似文献   

14.
Two experiments were performed to examine how frame of reference (world-referenced vs. screen-referenced) and target expectancy can modulate the effects of target cuing in directing attention for see-through helmet-mounted displays (HMDs). In the first experiment, the degree of world referencing was varied by the spatial accuracy of the cue; in the second, the degree of world referencing was varied more radically between a world-referenced HMD and a hand-held display. Participants were asked to detect, identify, and give azimuth information for targets hidden in terrain presented in the far domain (i.e., the world) while performing a monitoring task in the near domain (i.e., the display). The results of both experiments revealed a cost-benefit trade-off for cuing such that the presence of cuing aided the target detection task for expected targets but drew attention away from the presence of unexpected targets in the environment. Analyses support the observation that this effect can be mediated by the display: The world-referenced display reduced the cost of cognitive tunneling relative to the screen-referenced display in Experiment 1; this cost was further reduced in Experiment 2 when participants were using a hand-held display. Potential applications of this research include important design guidelines and specifications for automated target recognition systems as well as any terrain-and-targeting display system in which superimposed symbology is included, specifically in assessing the costs and benefits of attentional cuing and the means by which this information is displayed.  相似文献   

15.
I Gratton  B Piccoli  A Zaniboni  M Meroni  A Grieco 《Ergonomics》1990,33(12):1433-1441
Seven female volunteer bank clerks aged between 24 and 32 yr were selected for a laboratory trial after a preliminary ocular examination which showed them to be emmetropic or slightly myopic (less than or equal to 1D) and to have normal ocular motility or only minor deficiencies. Near and far point refraction and phorias and near point fusional vergences were measured before and immediately after a 6 h workday at a PC workstation. Eye screen distance (viewing distance) was monitored. Near and far distance refraction showed an increase and a decrease of accommodation in 13 out of 14 eyes respectively. Fusional convergence decreased in six out of seven cases: a smaller decrease in divergence was recorded in all subjects. These changes were statistically significant. Viewing distance, though showing some interindividual differences, increased considerably during the last 2 h of the trial, without reaching statistical significance.  相似文献   

16.
基于概念索引的图像自动标注   总被引:2,自引:0,他引:2  
在基于内容的图像检索中,建立图像底层视觉特征与高层语义的联系是个难题.一个新的解决方法是按照图像的语义内容进行自动标注.为了缩小语义差距,采用基于支持向量机(SVM)的多类分类器为空间映射方法,将图像的底层特征映射为具有一定高层语义的模型特征以实现概念索引,使用的模型特征为多类分类的结果以概率形式组合而成.在模型特征组成的空间中,再使用核函数方法对关键词进行了概率估计,从而提供概念化的图像标注以用于检索.实验表明,与底层特征相比,使用模型特征进行自动标注的结果F度量相对提高14%.  相似文献   

17.
《Ergonomics》2012,55(12):1433-1441
Seven female volunteer bank clerks aged between 24 and 32 yr were selected for a laboratory trial after a preliminary ocular examination which showed them to be emmetropic or slightly myopic (≤ ID) and to have normal ocular motility or only minor deficiencies. Near and far point refraction and phorias and near point fusional vergences were measured before and immediately after a 6 h workday at a PC workstation. Eye-screen distance (viewing distance) was monitored

Near and far distance refraction showed an increase and a decrease of accommodation in 13 out of 14 eyes respectively. Fusional convergence decreased in six out of seven cases; a smaller decrease in divergence was recorded in all subjects. These changes were statistically significant

Viewing distance, though showing some interindividual differences, increased considerably during the last 2 h of the trial, without reaching statistical significance.  相似文献   

18.
汉画像石作为古代留给我们的艺术珍宝,在民族文化遗产和古代传统文化中占有重要的地位,是我国文化艺术的瑰宝。至今发现的汉墓画像石中较多出现车马出行的画像,而在车马出行画像中较多呈现着"左向行进"的构图形式。这种构图形式又蕴涵着两汉时期人们所普遍认同的传统思想。而这种"左向行进"的构图方式似乎又体现着"西向行进"的方位意义和方位趋向。  相似文献   

19.
《Ergonomics》2012,55(11):1341-1352
EMG was recorded with surface electrodes from the trapezius and deltoid muscles during a static endurance test at approximately 20% of maximal voluntary contraction. Objective parameters for localized muscular fatigue were derived from the time course of the root mean square (RMS) and mean power frequency (MPF) of the EMG recordings. Isotonic regression is introduced as a tool for assessment of such parameters. The most pronounced sign of fatigue for trapezius was an increase in the RMS values, while for deltoid it was a decrease in the MPF values. This could be explained by the different functions of the two muscles. The endurance time for a group of 11 women in industrial work with repetitive short-cycled work tasks who were diagnosed with neck/shoulder disorders (tension neck) was significantly shorter (p<0·05) than for a group with the same work, but without neck/shoulder disorders (n=ll), and shorter than for a control group (n=ll). Regarding the EMG fatigue measures, there were no significant differences between the three groups. We did not find any relationships between endurance time and the EMG parameters. The results indicate that neck/shoulder disorders were not associated with divergent mechanisms for developing fatigue in the muscles, as recorded with surface EMG.  相似文献   

20.
Murata A  Furukawa N 《Human factors》2005,47(3):598-612
The relative contribution of number of fixations and fixation duration to reaction time in visual search was investigated. Ten participants (age 20-24 years) took part in each of two experiments. In Experiment 1, the experimental factors were display type (icon and file name), organization (arrangements with and without grouping), and number of stimuli presented (4, 8, and 16). In Experiment 2, a search task for a target stimulus (three prespecified random letters) was conducted, and the experimental factor was the display's layout complexity. Multiple regression analysis was used to examine whether reaction time was explained by a mediational model in which reaction time is mediated by eye movements and display features are not directly related to reaction time. The mediational model was not supported, and the effects of display features on reaction time were not attributable solely to eye movements. The interaction between number of fixations and fixation duration was also explored as a function of display features. As the display feature changed and the task became more difficult, the contribution of the number of fixations to explain the variation in reaction time became dominant for both experiments. Potential applications include measurements of cognitive ability, eye muscle balance disorders, and binocular fusion ability.  相似文献   

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