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1.
《Ergonomics》2012,55(8):1101-1111
Abstract

The present study examined the effects of gender, video game experience (VGE), and flow state on multiple indices of combat identification (CID) performance. Individuals were trained on six combat vehicles in a simulation, presented through either a stereoscopic or non-stereoscopic display. Participants then reported flow state, VGE and were tested on their ability to discriminate friend vs. foe and identify both pictures and videos of the trained vehicles. The effect of stereoscopy was not significant. There was an effect of gender across three dependent measures. For the two picture-based measures, the effect of gender was mediated by VGE. Additionally, the effect of gender was moderated by flow state on the identification measures. Overall, the study suggests that gender differences may be overcome by VGE and by achieving flow state. Selection based on these individual differences may be useful for future military simulation.

Practitioner Summary: This work investigates the effect of gender, VGE and flow state on CID performance. For three measures of performance, there was a main effect of gender. Gender was mediated by previous VGE on two measures, and gender was moderated by flow state on two measures.  相似文献   

2.
This study investigated the effects of age group, interface type, and key area on accuracy, usability, the change of critical fusion frequency, and subjective visual fatigue in Taiko no Tatsujin game playing. Four groups divided by age (young adult, adult, middle‐aged adult, and senior citizen), two types of interface (solid and touch), and two types of key areas (approximately 1.1 and 0.6 cm2) were investigated in the experiment. The results showed significant differences for age group on accuracy, especially for young adults and senior citizens. The solid interface demonstrated better accuracy and usability and less subjective visual fatigue than the touch interface. The approximately 1.1 cm2 key indicated better performance than the 0.6 cm2 key in all indexes. It is inferred that the solid interface with the 1.1 cm2 key had better performance. Therefore, mobile phones with a larger key area are more suitable for game playing.  相似文献   

3.
ABSTRACT

This article analyses the development of collaborative skills through nine tools for information and communication technologies (ICT)-supported pedagogical practices, which are used in online universities. Using survey data for 930 online students at the Open University of Catalonia and partial least squares path modelling estimation techniques, three main findings emerged from the study. First, collaborative skills are directly explained by gamification and the use of mixed reality and social media in a socio-technical online learning context. Second, other tools for ICT-supported pedagogical practices (media content, wikis, open educational resources, personal webpages, personal cloud, and sharing files with fellow students and lecturers on the cloud) are not significant on collaborative skills development, when compared to use of games, mixed reality, and social media. Third, the analysis of indirect effects suggests that all four socio-technical factors (ICT, learning tasks, students, and organisation) existing in online university play a decisive, positive and significant role in collaborative skills development. Finally, these results are shown in science, technology, engineering, and mathematics (STEM) and non-STEM studies. Thus, gamification, mixed reality, and sharing files are significant ICT-supported pedagogical practices in STEM studies. On the other hand, gamification is the only significant tool in non-STEM studies. Results are very useful for new approaches to design a framework for learning-team effectiveness in computer-supported collaborative learning.  相似文献   

4.
5.
This study investigated the effects of external rewards on fifth graders' motivation, engagement and learning while playing an educational game. We were interested in exploring whether the feedback-rich environment of the game could mitigate the predicted negative effects of external rewards. Data of students' engagement and learning were collected and analyzed at multiple levels. A quasi-experimental design was used to examine the effect of external rewards in one group (n = 50) compared to a control group without such rewards (n = 56). According to the results, the external rewards did not undermine students' motivation (e.g., at proximal and distal levels), however they did not foster disciplinary engagement. On the other hand, students in the reward condition showed significantly larger gains in conceptual understanding (proximal) and non-significantly larger gains in achievement (distal). These results suggest that the predicted negative consequences of external rewards may be addressed in this new generation of learning environments. Future research and contributions of the study are provided.  相似文献   

6.
On the basis of psychology research on praise and attribution, this study investigated the effects of two types of computer praise (ability praise and effort praise) on 384 elementary school students who exhibited one of three types of attribution orientations (high ability attribution, effort attribution, and low internal attribution) while playing two computer-based games. The findings show that different types of computer praise, different attribution orientations, and different natures of games made a difference in the way the participants (1) appreciated the design of the program, (2) made self-serving attribution for their performance, (3) evaluated their performance, and (4) chose game-playing strategies. This research provides empirical evidence highlighting limitations in the CASAs (Computers As Social Actors) theory. Discretion is advised in the adoption of the claim that computer praise is a concern-free reinforcement of users’ engagement in positive interactions with computers.  相似文献   

7.
This study focused on an examination of how type, quality and children's awareness of design features in digital math games, along with an awareness of the mathematics goals of the game, were related to learning outcomes. We conducted a parallel conversion mixed methods study with 45 students in Grades 3 and 4 (ages 9–10). Students participated in clinical interviews using three digital math games. The results suggest a moderated mediation relationship in which the quality of the design features moderated the mediating impact of children's awareness of the game's design features, specifically when the child was aware of the mathematics content learning goal (MCLG) of the game. These findings show how important it is that design features are of high quality in a digital math game, and how this is intertwined with children's awareness of the features and the MCLG. When these variables intertwined in just the right way, the interactions between the children and the digital math game afforded mathematical learning growth.  相似文献   

8.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.  相似文献   

9.
Mining equipment products and services no longer meet the needs of future development in the mining industry due to high safety and operational risk. The deep integration of the product-service system (PSS) and digitization is required in the mining industry to promote industry transformation and safe and efficient production without changing the traditional operation mode. This paper proposes a smart product-service system for the mining industry (MSPSS) consisting of a smart product subsystem, stakeholders, smart service subsystem, and smart decision-making subsystem. The analytic hierarchy process (AHP) and virtual reality (VR) are used for decision-making, product selection, operation, and maintenance. The smart product subsystem outputs reliable digital products using three stages: digital design, virtual simulation and planning, and virtual debugging. The smart service subsystem is driven by data and digital technology and provides fault diagnosis and online maintenance services for complex mining products. A case study indicates that all stakeholders can participate seamlessly in the design process. The smart product subsystem uses iterative optimization (more than 100 iterations) to obtain the design results interactively. The smart service subsystem provides digitalized services throughout the entire process. Thus, a stable, reliable, and comprehensive product and service solution is provided for complex mining conditions. The output is used to guide the design, debugging, and operation of physical equipment. The MSPSS has higher design quality and efficiency, a shorter design time, and lower design cost (key performance indicator (KPI)) than the traditional design method.  相似文献   

10.
This paper presents a methodological framework for the use of gesture recognition technologies in the learning/mastery of the gestural skills required in wheel‐throwing pottery. In the case of self‐instruction or training, learners face difficulties due to the absence of the teacher/expert and the consequent lack of guidance. Motion capture technologies, machine learning, and gesture recognition may provide a way of overcoming such issues. The proposed methodology is used to record and model expert gestures and then to compare this model in real time with the gestures performed by the learner. Differences in kinematic aspects such as hand distances are detected, and optical/sonic sensorimotor feedback is provided to the learner by the system, alerting him/her when errors occur and guiding him/her to achieve better results. In the case described here, the system was evaluated with 11 learners. With the use of our system, the gestural performance of learners during self‐training has been improved in comparison to cases of self‐training without computer assistance.  相似文献   

11.
While prior research has investigated the main effects of external factors on user perceptions of a new IT, little work has been into the interaction effect of external factors on user perceptions. In a longitudinal experimental study, we examined the effect of the quality of persuasive argument, user training, and first-hand use on user perceptions of the new technology over time. We found that the effect of argument quality on users’ perceived ease of use was greater when users had no training. However, we did not find the same effect occurred due to perceived usefulness. We also found that first-hand use changed users’ perceived usefulness more over time when users received high quality arguments or when they had no training. While we found that first-hand use changed users’ perceived ease of use more when users received high quality arguments, first-hand use did not change users’ perceived ease of use differently whether they had or had not received prior training.  相似文献   

12.
ContextPrior research has established that a few individuals generally dominate project communication and source code changes during software development. Moreover, this pattern has been found to exist irrespective of task assignments at project initiation.ObjectiveWhile this phenomenon has been noted, prior research has not sought to understand these dominant individuals. Previous work considering the effect of team structures on team performance has found that core communicators are the gatekeepers of their teams’ knowledge, and the performance of these members was correlated with their teams’ success. Building on this work, we have employed a longitudinal approach to study the way core developers’ attitudes, knowledge sharing behaviors and task performance change over the course of their project, based on the analysis of repository data.MethodWe first used social network analysis (SNA) and standard statistical analysis techniques to identify and select artifacts from ten different software development teams. These procedures were also used to select central practitioners among these teams. We then applied psycholinguistic analysis and directed content analysis (CA) techniques to interpret the content of these practitioners’ messages. Finally, we inspected these core developers’ activities as recorded in system change logs at various points in time during systems’ development.ResultsAmong our findings, we observe that core developers’ attitudes and knowledge sharing behaviors were linked to their involvement in actual software development and the demands of their wider project teams. However, core developers appeared to naturally possess high levels of insightful characteristics, which became evident very early during teamwork.ConclusionsProject performance would likely benefit from strategies aimed at surrounding core developers with other competent communicators. Core developers should also be supported by a wider team who are willing to ask questions and challenge their ideas. Finally, the availability of adequate communication channels would help with maintaining positive team climate, and this is likely to mitigate the negative effects of distance during distributed developments.  相似文献   

13.
Human involvement with the manual control of object-tracking tasks, such as manual rendezvous and docking, can enhance the flexibility of the task. The operator is required to make decisions as precisely as possible when a chase vehicle is approaching the target vehicle. As the level of mental workload is intensively increased, the operator's perception and decision-making with tracking error-correcting purposes should be properly identified in multiple degrees of freedom (DOFs). The two experimental studies in this paper were conducted for object-based selective attention in six DOFs and object-pointing manipulation under the zero resistance circumstance, which were correlated with human performance when a chaser approached a target spacecraft; the effects of experience level on the two important factors are presented herein. The experimental results demonstrated that some performance details between the novice and experienced groups were different in terms of the attentional priority of multiple DOFs and lateral/vertical movement for deviation error correction, which could provide a certain reference for a cognitive–behavioural model and assist the operator in obtaining proper or even optimal decision-making or operating instructions to improve their adaptation to selective attention and object-pointing manipulation, for preventing accidental manipulation and performance degradation.  相似文献   

14.
A two-stage simulation experiment was conducted to investigate the effect of information volume on traffic regulatory/road direction signs, drivers’ viewing strategies and sign familiarity on performance in visual search. In Stage I experiment, the amount of information on a total of 187 traffic regulatory and 1272 road direction signs was calculated and divided into five information levels using cluster analysis. In Stage II experiment, 24 subjects participated in a 2 (familiarity)×5 (information volume level)×2 (viewing strategy) mixed factorial experiment. Each subject was required to perform a visual search task and a question-and-answer (Q&A) task. Visual search time and number of correct responses collected serve as the objective dependent variables. Subjective workload related to time stress and visual effort was gathered through a modified three-point rating. Results show that information volume on traffic signs had significant impact on drivers’ visual search performance. Generally, the greater the amount of information, the slower the drivers in visual search are. However, while drivers had the highest accuracy rate in remembering purely pictorial traffic signs, these signs within the smallest information volume level required a relatively longer search time. Different viewing strategies also led to different performances. The back-and-forth strategy yielded better search performance than the fixed strategy. Subjective workload evaluation indicates that drivers with less sign familiarity will be under greater time/visual pressures. Guidelines for designing for traffic signs or in-vehicle signing systems are provided.

Relevance to industry

This study calculated the amount of information on traffic signs and compared the effects of different information volume on drivers’ visual search performance. The results can provide guidelines for traffic sign designers to help decide on the presentation format for in-vehicle signing information systems.  相似文献   


15.
In this research we examined the effects of Internet use and videogame playing on children’s academic performance. Gender, race, and income were also considered. Participants were 482 youth, average age 12 years old. One-third were African American and two-thirds were Caucasian American. All measures were completed twice, first in Year 1 and then one year later, Year 2. Results indicated that greater Internet use was associated with better reading skills, but only for youth initially low in reading skills. Videogame playing was associated with better visual-spatial skill but also with lower GPAs. Gender, race and income influenced Internet use, videogame playing and academic performance but not the relationships between using these technologies and academic performance. Implications of the results for increasing the benefits of technology use are discussed.  相似文献   

16.
《Ergonomics》2012,55(14):1437-1455
A field study with a before-and-after experimental design was conducted to evaluate the potential reduction in the risk of musculoskeletal injuries to rodworkers when using an automatic rebar-tying machine. Eleven rodworkers participated in this experiment. All dependent variables (trunk posture, rebar-tying time and responses to a usability questionnaire) were first measured before introducing the rebar-tying machine and then after 3 months of usage all dependent variables were measured again. The results of the study indicated that working with a rebar-tying machine significantly reduced the magnitude, frequency and duration of exposure to awkward trunk posture. Tying time was reduced when participants used the machine. The usability questionnaire indicated that most participants preferred to use the rebar-tying machine for ground-level rebar construction. The field study also revealed that the rebar-tying machine is not limited to the reinforcing trade. The machine can be used for other purposes, such as tying electrical conduit and attaching radiant heat tube to steel mesh. Based on trunk posture exposure, rebar-tying time, usability and transferability, it is concluded that the rebar-tying machine can be an effective tool to reduce the frequency and duration of severe trunk flexion, improve usability and increase productivity among concrete reinforcement workers.  相似文献   

17.
The characterization of the IT function in organizations represents a central topic of investigation in the information systems field. The main purpose of this study was to predict the contribution of the IT function to organizational performance by focusing on the centrality of IT and the IT management profile as primary determinants. A cross-sectional survey of CIOs working in Canadian hospitals reveals that IT centrality positively influences the strategic orientation of the IT management model. In turn, the stronger the strategic orientation of the IT management model in place, the greater is the IT function’s contribution to organizational performance.  相似文献   

18.
This study investigated the impact of an aversive environmental stimulation on self-reported affective and anxiety states and movement behaviors during a simulated navigation task in a virtual environment (VE). In the experimental task, participants were asked to virtually navigate (within two consecutive sessions), from a starting point to a destination location, across a spatial configuration consisting in three successive corridors (A-C). In the first session, all corridors were non-aversive. In the second session, the corridor B contained an aversive stimulation (i.e., fire, smokescreen, and warning alarm). Fourteen participants were involved in the experiment. Self-reported anxiety and affective states were measured at the end of each session. However, movement indicators (i.e., execution, time, average speed, speed and trajectory variability) were recorded on-line during the experiment. Results showed a significant increased (i) level of self-reported negative affects and state-anxiety between the two sessions, and (ii) speed and trajectory variability between the two sessions, while the participants were in corridor B. In conclusion, these results support the experimental validity of virtual reality for the induction of negative affects and state-anxiety. The relationships between reported negative affects and state-anxiety and behavior are discussed.  相似文献   

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