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1.
Previous research has not fully examined the effect of additional sensory feedback, particularly delivered through the haptic modality, in pointing task performance with visual distractions. This study examined the effect of haptic feedback and visual distraction on pointing task performance in a 3D virtual environment. Results indicate a strong positive effect of haptic feedback on performance in terms of task time and root mean square error of motion. Level of similarity between distractor objects and the target object significantly reduced performance, and subjective ratings indicated a sense of increased task difficulty as similarity increased. Participants produced the best performance in trials where distractor objects had a different color but the same shape as the target object and constant haptic assistive feedback was provided. Overall, this study provides insight toward the effect of object features and similarity and the effect of haptic feedback on pointing task performance.  相似文献   

2.
This study examined the effects of display method, text display rate, and observation angle on comprehension performance and subjective preferences for Chinese characters presented on an LED display. The factors and levels studied were as follows: four text display methods (rapid serial visual presentation ‘RSVP’, leading, paged view scrolling, and continuous scrolling), three text display rates (160 characters per min ‘cpm’, 240 cpm, and 320 cpm), and seven observation angles (−75°, −60°, −30°, 0°, 30°, 60°, and 75°). The results indicated that a display rate of 160 cpm was in general superior to 240 and 320 cpm for comprehension scores and subjective evaluations. The effects of display method and observation angle were found to be non significant. However, there was a significant interaction between display method and display rate. The results of this study were used to make ergonomics recommendations applicable to LED displays for determining optimum dynamic text display methods for Chinese characters.  相似文献   

3.
Vitense HS  Jacko JA  Emery VK 《Ergonomics》2003,46(1-3):68-87
Multimodal interfaces offer great potential to humanize interactions with computers by employing a multitude of perceptual channels. This paper reports on a novel multimodal interface using auditory, haptic and visual feedback in a direct manipulation task to establish new recommendations for multimodal feedback, in particular uni-, bi- and trimodal feedback. A close examination of combinations of uni-, bi- and trimodal feedback is necessary to determine which enhances performance without increasing workload. Thirty-two participants were asked to complete a task consisting of a series of 'drag-and-drops' while the type of feedback was manipulated. Each participant was exposed to three unimodal feedback conditions, three bimodal feedback conditions and one trimodal feedback condition that used auditory, visual and haptic feedback alone, and in combination. Performance under the different conditions was assessed with measures of trial completion time, target highlight time and a self-reported workload assessment captured by the NASA Task Load Index (NASA-TLX). The findings suggest that certain types of bimodal feedback can enhance performance while lowering self-perceived mental demand.  相似文献   

4.
《Ergonomics》2012,55(1-3):68-87
Multimodal interfaces offer great potential to humanize interactions with computers by employing a multitude of perceptual channels. This paper reports on a novel multimodal interface using auditory, haptic and visual feedback in a direct manipulation task to establish new recommendations for multimodal feedback, in particular uni-, bi- and trimodal feedback. A close examination of combinations of uni-, bi- and trimodal feedback is necessary to determine which enhances performance without increasing workload. Thirty-two participants were asked to complete a task consisting of a series of ‘drag-and-drops’ while the type of feedback was manipulated. Each participant was exposed to three unimodal feedback conditions, three bimodal feedback conditions and one trimodal feedback condition that used auditory, visual and haptic feedback alone, and in combination. Performance under the different conditions was assessed with measures of trial completion time, target highlight time and a self-reported workload assessment captured by the NASA Task Load Index (NASA-TLX). The findings suggest that certain types of bimodal feedback can enhance performance while lowering self-perceived mental demand.  相似文献   

5.
Advances in technology have fueled the development of driver assistance systems. Even today, these systems can take over parts of the driving task. However, the interface becomes more and more complex with an increasing number of functions. One way to reduce such complexity is to venture the haptic channel. While haptic feedback in lateral direction is comparatively easy to realize via the steering wheel, the longitudinal direction forms a challenge. With conventional control elements, that is, pedals, haptic interaction can only be partially realized (this is due to the division of accelerator and brake pedals). Haptic signals, like forces added to the accelerator pedal, can only transmit information regarding the amount of acceleration, not the desired deceleration. In this context, two-dimensional control elements show great potential regarding future highly automated vehicle driving. Therefore, an experiment conducted at the Institute of Ergonomics of the Technische Universität München investigated the influence of haptic feedback of assistance systems on driving performance when using an active side stick as control element. Additionally, the impact of vehicle vibrations and accelerations were explored. Besides objective performance data, subjective assessment was also reported. The results show that adding assistance significantly improves driving performance. Moreover, subjective ratings indicate a reduction in workload. Accelerations and vibrations, however, had no verifiable effect on the driving performance. This fact was confirmed by the subjects’ subjective assessment. This paper shows that two-dimensional control elements can be a reasonable alternative to steering wheel and pedals when driving a highly automated vehicle.  相似文献   

6.
The overall quality of haptic user interfaces designed to support visually impaired students' science learning through sensorial feedback was systematically studied to investigate task performance and user behavior. Fourteen 6th- to 11th-grade students with visual impairments recruited from a state-funded blind school were asked to perform three main tasks (i.e., menu selection, structure exploration, and force recognition) using haptic user interfaces and a haptic device. This study used several dependent measures that are categorized into three types of variables: (a) task performance including success rate, workload, and task completion time; (b) user behavior defined as cursor movements proportionately represented from the user's cursor positional data; and (c) user preference. Results showed that interface type has significant effects on task performance, user behavior, and user preference, with varying degree of impact to participants with severe visual impairments performing the tasks. The results of this study as well as a set of refined design guidelines and principles should provide insights to the future research of haptic user interfaces that can be used when developing haptically enhanced science learning systems for the visually impaired.  相似文献   

7.
Recent advances in computer vision technology have lead to the development of various automatic surveillance systems, however their effectiveness is adversely affected by many factors and they are not completely reliable. This study investigated the potential of a semi-automated surveillance system to reduce CCTV operator workload in both detection and tracking activities. A further focus of interest was the degree of user reliance on the automated system. A simulated prototype was developed which mimicked an automated system that provided different levels of system confidence information. Dependent variable measures were taken for secondary task performance, reliance and subjective workload. When the automatic component of a semi-automatic CCTV surveillance system provided reliable system confidence information to operators, workload significantly decreased and spare mental capacity significantly increased. Providing feedback about system confidence and accuracy appears to be one important way of making the status of the automated component of the surveillance system more ‘visible’ to users and hence more effective to use.  相似文献   

8.
This paper investigates a ‘grand’ educational technology innovation through theoretical lenses inspired by 10 and 11 work. Through taking this approach it is possible to show how ideas about the form of the innovation and perceptions of its ultimate ‘success’ or ‘failure’, varied between stakeholder groups. The project was pedagogically effective and popular with students, but was difficult to ‘sell’ to academics, had no senior management sponsor, and was unable to bring about cultural change in the institution despite the capital funding designed to do just that. Although many pedagogical lessons were learned, and have since been applied in other learning spaces around the host campus and elsewhere, these successful disseminations of changed practice were not in accordance with the objectives of key stakeholders. Therefore, they went unconsidered when decisions were taken about the project’s sustainability: hence the notion of ‘invisible success’. The project’s ‘failure’ is only apparent when viewed from certain perspectives; nevertheless, these perspectives are those of the powerful (or in 8 and 9 terms, those possessing capital and academic power) and are the consequence of deeply-rooted structural features in HE, which include funding models, risk-averseness, and fragmented responsibilities.  相似文献   

9.
For successful new product development, it is necessary to understand the customers' holistic experience of the product beyond traditional task completion, and acceptance measures. This paper describes research in which ninety-eight UK owners of luxury saloons assessed the feel of push-switches in five luxury saloon cars both in context (in-car) and out of context (on a bench). A combination of hedonic data (i.e. a measure of ‘liking’), qualitative data and semantic differential data was collected. It was found that customers are clearly able to differentiate between switches based on the degree of liking for the samples' perceived haptic qualities, and that the assessment environment had a statistically significant effect, but that it was not universal. A factor analysis has shown that perceived characteristics of switch haptics can be explained by three independent factors defined as ‘Image’, ‘Build Quality’, and ‘Clickiness’. Preliminary steps have also been taken towards identifying whether existing theoretical frameworks for user experience may be applicable to automotive human-machine interfaces.  相似文献   

10.
Traditionally, the main goal of teleoperation has been to successfully achieve a given task as if performing the task in local space. An emerging and related requirement is to also match the subjective sensation or the user experience of the remote environment, while maintaining reasonable task performance. This concept is often called “presence” or “(experiential) telepresence,” which is informally defined as “the sense of being in a mediated environment.” In this paper, haptic feedback is considered as an important element for providing improved presence and reasonable task performance in remote navigation. An approach for using haptic information to “experientially” teleoperate a mobile robot is described. Haptic feedback is computed from the range information obtained by a sonar array attached to the robot, and delivered to a user's hand via a haptic probe. This haptic feedback is provided to the user, in addition to stereoscopic images from a forward-facing stereo camera mounted on the mobile robot. The experiment with a user population in a real-world environment showed that haptic feedback significantly improved both task performance and user-felt presence. When considering user-felt presence, no interaction among haptic feedback, image resolution, and stereoscopy was observed, that is, haptic feedback was effective, regardless of the fidelity of visual elements. Stereoscopic images also significantly improved both task performance and user-felt presence, but high-resolution images only significantly improved user-felt presence. When considering task performance, however, it was found that there was an interaction between haptic feedback and stereoscopy, that is, stereoscopic images were only effective when no force feedback was applied. According to the multiple regression analysis, haptic feedback was a higher contributing factor to the improvement in performance and presence than image resolution and stereoscopy.  相似文献   

11.
12.
The combined effect of haptic and auditory feedback in shared interfaces on the cooperation between visually impaired and sighted persons is under-investigated. A central challenge for cooperating group members lies in obtaining a common understanding of the elements of the workspace and maintaining awareness of the other members' actions, as well as one's own, during the group work process. The aim of the experimental study presented here was to investigate if adding audio cues in a haptic and visual interface makes collaboration between a sighted and a blindfolded person more efficient. Results showed that task performance was significantly faster in the audio, haptic and visual feedback condition compared to the haptic and visual feedback condition. One special focus was also to study how participants utilize the auditory and haptic force feedback in order to obtain a common understanding of the workspace and to maintain an awareness of the group members' actions. Results from a qualitative analysis showed that the auditory and haptic feedback was used in a number of important ways to support the group members' action awareness and in the participants' grounding process.  相似文献   

13.

Introduction

A usability test was employed to evaluate two medical software applications at an expert conference setting. One software application is a medical diagnostic tool (electrocardiogram [ECG] viewer) and the other is a medical research tool (electrode misplacement simulator [EMS]). These novel applications have yet to be adopted by the healthcare domain, thus, (1) we wanted to determine the potential user acceptance of these applications and (2) we wanted to determine the feasibility of evaluating medical diagnostic and medical research software at a conference setting as opposed to the conventional laboratory setting.

Methods

The medical diagnostic tool (ECG viewer) was evaluated using seven delegates and the medical research tool (EMS) was evaluated using 17 delegates that were recruited at the 2010 International Conference on Computing in Cardiology. Each delegate/participant was required to use the software and undertake a set of predefined tasks during the session breaks at the conference. User interactions with the software were recorded using screen-recording software. The ‘think-aloud’ protocol was also used to elicit verbal feedback from the participants whilst they attempted the pre-defined tasks. Before and after each session, participants completed a pre-test and a post-test questionnaire respectively.

Results

The average duration of a usability session at the conference was 34.69 min (SD = 10.28). However, taking into account that 10 min was dedicated to the pre-test and post-test questionnaires, the average time dedication to user interaction of the medical software was 24.69 min (SD = 10.28). Given we have shown that usability data can be collected at conferences, this paper details the advantages of conference-based usability studies over the laboratory-based approach. For example, given delegates gather at one geographical location, a conference-based usability evaluation facilitates recruitment of a convenient sample of international subject experts. This would otherwise be very expensive to arrange. A conference-based approach also allows for data to be collected over a few days as opposed to months by avoiding administration duties normally involved in laboratory based approach, e.g. mailing invitation letters as part of a recruitment campaign.Following analysis of the user video recordings, 41 (previously unknown) use errors were identified in the advanced ECG viewer and 29 were identified in the EMS application. All use errors were given a consensus severity rating from two independent usability experts. Out of a rating scale of 4 (where 1 = cosmetic and 4 = critical), the average severity rating for the ECG viewer was 2.24 (SD = 1.09) and the average severity rating for the EMS application was 2.34 (SD = 0.97). We were also able to extract task completion rates and times from the video recordings to determine the effectiveness of the software applications. For example, six out of seven tasks were completed by all participants when using both applications. This statistic alone suggests both applications already have a high degree of usability. As well as extracting data from the video recordings, we were also able to extract data from the questionnaires. Using a semantic differential scale (where 1 = poor and 5 = excellent), delegates highly rated the ‘responsiveness’, ‘usefulness’, ‘learnability’ and the ‘look and feel’ of both applications.

Conclusion

This study has shown the potential user acceptance and user-friendliness of the novel EMS and the ECG viewer applications within the healthcare domain. It has also shown that both medical diagnostic software and medical research software can be evaluated for their usability at an expert conference setting. The primary advantage of a conference-based usability evaluation over a laboratory-based evaluation is the high concentration of experts at one location, which is convenient, less time consuming and less expensive.  相似文献   

14.
The purpose of this research is to identify the causal attributions of business computing students in an introductory computer programming course, in the computer science department at Notre Dame University, Louaize. Forty-five male and female undergraduates who completed the computer programming course that extended for a 13-week semester participated. Narrative interviews were conducted to obtain their perceptions. While some research confirmed that the four most responsible causes for success and failure in achievement contexts are ability, effort, task difficulty, and luck, this research shows that in its context ‘ability’ and ‘luck’ were absent, and ‘task difficulty’ and ‘effort’ were almost absent. In all, participants made 10 causal attributions that were either cultural or specific to computer programming. The 10 causal attributions are ‘learning strategy’, ‘lack of study’, ‘lack of practice’, ‘subject difficulty’, ‘lack of effort’, ‘appropriate teaching method’, ‘exam anxiety’, ‘cheating’, ‘lack of time’, and ‘unfair treatment’. All high achievers cited appropriate ‘learning strategy’.  相似文献   

15.
Although much analyses have been performed on the collaborative nature of software development in papers (7, 8, 9 and 10) with some of them in the perspective of Vygotsky’s Activity theory, less focus has been given on the discursive evolution of software as different ‘Genres’. In this article we will investigate discursive formation of software and the programming languages in course of time driven by increased ‘Activities’, ‘Dialogue’ and ‘Power’ exercised by certain user groups and entities which will complement our efforts with Activity theory and Foucaultdian POWER-KNOWLEDGE. We will show that POWER relation is affecting user preferences, choices and activities, which are producing changes in the programming languages and creating new software genres. We have borrowed the term ‘Genre’ from the literary studies of Bakhtin and applying it for software. The way different coexisting social classes in a specific time in history leave their fingerprints in different speech and text-genres, we claim that similar mechanisms exist in the software world. We will show that a modern software system is developing improved ‘Dialogism’ or ‘Intertextuality’, ‘Chronotope’ ‘Heteroglossia’ and forming its own discourse. Our presentation is heavily dependent on Mikhail Bakhtin’s concept of literary genres and Foucaultdian concept of POWER-KNOWLEDGE.  相似文献   

16.
This study used a video-based braking simulation dual task to carry out a preliminary evaluation of the effect of a sudden brake warning system (SBWS) in a leading passenger vehicle on the response time of the following driver. The primary task required the participants (N = 25, 16 females, full NZ license holders) to respond to sudden braking manoeuvres of a lead vehicle during day and night driving, wet and dry conditions and in rural and urban traffic, while concurrently performing a secondary tracking task using a computer mouse. The SBWS in the lead vehicle consisted of g-force controlled activation of the rear hazard lights (the rear indicators flashed), in addition to the standard brake lights. Overall, the results revealed that responses to the braking manoeuvres of the leading vehicles when the hazard lights were activated by the warning system were 0.34 s (19%) faster compared to the standard brake lights. The SBWS was particularly effective when the simulated braking scenario of the leading vehicle did not require an immediate and abrupt braking response. Given this, the SBWS may also be beneficial for allowing smoother deceleration, thus reducing fuel consumption. These preliminary findings justify a larger, more ecologically valid laboratory evaluation which may lead to a naturalistic study in order to test this new technology in ‘real world’ braking situations.  相似文献   

17.
Through an investigation of how the performance of people who have normal visual capabilities is affected by unimodal, bimodal, and trimodal feedback, this research establishes a foundation for presenting effective feedback to enhance the performance of individuals who have visual impairments. Interfaces that employ multiple feedback modalities, such as auditory, haptic, and visual, can enhance user performance for individuals with barriers limiting one or more channels of perception, such as a visual impairment. Results obtained demonstrate the effects of different feedback combinations on mental workload, accuracy, and performance time. Future, similar studies focused on participants with visual impairments will be grounded in this work. Published online: 6 November 2002  相似文献   

18.
ABSTRACT

Two types of feedback, including knowledge of results (KR) and knowledge of performance (KP) are typically delivered as part of motor training using different sensory modalities. Twenty-four right-handed individuals performed a computer-based psychomotor training task using a contemporary haptic interface. Results revealed that KP was superior to KR for overall task performance retention, whereas KR was good for training specific aspects of performance. A combination of KP and KR through the same modality did not produce an additive positive learning effect for task performance. Auditory and haptic feedback improved retention over visual, but only with the use of multiple information cues. Design guidelines are provided for training systems for motor skill development and/or rehabilitation.  相似文献   

19.
Snake robots have shown a great potential for operations in confined workplaces that are less accessible or dangerous to human workers, such as the in-pipe inspection. However, the snake robot teleoperation remains a nontrivial task due to the unique locomotion mechanism (e.g., helical motion) and the constraints of the workplaces including the low visibility and indistinguishable features. Most snake robot feedback systems are based on the live camera view only. It is hard for the human operator to develop a correct spatial understanding of the remote workplace, leading to problems such as disorientation and motion sickness in snake robot teleoperation. This study designs and evaluates an innovative haptic assistant system for snake robot teleoperation in the in-pipe inspection. An upper-body haptic suit with 40 vibrators on both the front and back sides of the human operator was developed to generate haptic feedback corresponding to the bottom and up sides of the snake robot, transferring the egocentric sensation of the snake robot to the human operator. A human-subject experiment (n = 31) was performed to evaluate the efficacy of the developed system. The results indicate that the proposed haptic assistant system outperformed other feedback systems in terms of both task performance and subjective workload and motion sickness evaluations. It inspires new control and feedback designs for the future snake robot in industrial operations.  相似文献   

20.
This study explores tertiary students’ interaction with a haptic virtual model representing the specific binding of two biomolecules, a core concept in molecular life science education. Twenty students assigned to a haptics (experimental) or no-haptics (control) condition performed a “docking” task where users sought the most favourable position between a ligand and protein molecule, while students’ interactions with the model were logged. Improvement in students’ understanding of biomolecular binding was previously measured by comparing written responses to a target conceptual question before and after interaction with the model. A log-profiling tool visualized students’ movement of the ligand molecule during the docking task. Multivariate parallel coordinate analyses explored any relationships in the entire student data set. The haptics group produced a tighter constellation of collected final docked ligand positions in comparison with no-haptics students, coupled to docking profiles that depicted a more fine-tuned ligand traversal. Students in the no-haptics condition employed double the amount of interactive behaviours concerned with switching between different visual chemical representations offered by the model. In the no-haptics group, this visually intense processing was synonymous with erroneously ‘fitting’ the ligand closer distances to the protein surface. Students who showed higher learning gains tended to engage fewer visual representational switches, and were from the haptics group, while students with a higher spatial ability also engaged fewer visual representational switches, irrespective of assigned condition. From an information-processing standpoint, visual and haptic coordination may offload the visual pathway by placing less strain on visual working memory. From an embodied cognition perspective, visual and tactile sensorimotor interactions in the macroworld may provide access to constructing knowledge about submicroscopic phenomena. The results have cognitive and practical implications for the use of multimodal virtual reality technologies in educational contexts.  相似文献   

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