首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Workstations at school are among several factors that contribute to musculoskeletal symptoms among school-aged children. The aim of this study was to investigate the effects of ergonomically designed workstations on schoolchildren's musculoskeletal symptoms as compared to conventional workstations. In the first 14-month phase of the study (2002-2003, two schools), 42 from the intervention and 46 from the control school participated. In the total follow-up of 26 months (2002-2004), 23 in the intervention group and 20 in the control group participated. Anthropometrics and musculoskeletal symptoms were measured. In general, the ergonomically designed school workstations did not decrease present neck-shoulder, upper back, low back and lower limbs strain and pain, compared to conventional ones during follow-ups.  相似文献   

2.
Are the desks and chairs at school appropriate?   总被引:2,自引:0,他引:2  
The aim of the current study was to find out how the measures of chairs and desks match with the anthropometrics of schoolchildren and how schoolchildren sit during a lesson in their classroom. This paper reports the baseline measurements of an intervention study. Participants of this study were 6th and 8th grade (12 and 14 year old) schoolchildren from two comprehensive schools in Finland (N = 101, 57 girls and 44 boys). The main outcome measures were the differences between desk height and elbow-floor height, and chair height and popliteal height. Forty-three participants were randomized for sitting posture analysis by video recordings. The study showed that desks were on average 13 cm above elbow-floor height and chairs 2 cm below popliteal height. For 56% of time participants sat with their backs flexed >20 degrees and/or rotated >45 degrees . For 70% of time they sat with their necks flexed >20 degrees or rotated >45 degrees. The results indicate that there is a mismatch between school furniture and the anthropometrics of schoolchildren. Schoolchildren sit in disadvantaged postures for a substantial part of school lessons.  相似文献   

3.
Koskelo R  Vuorikari K  Hänninen O 《Ergonomics》2007,50(10):1643-1656
This study compared the effect of 24 months of adjustable school desks and chairs usage (the intervention) and traditional non-adjustable usage (the control condition) on sitting and standing postures, muscle strength, classroom muscle tension, pain and learning in 15 (8 female and 7 male) high-school students and 15 anthropometrically and gender matched control students from neighbouring schools. It was assessed whether any responses took place after growth cessation. In comparison with controls, the intervention group of students' sitting postures standing kyphosis, scoliosis and lordosis became significantly better, both before and after growth cessation. Trunk muscle strength increased in the intervention students whose muscle tension during classes fell significantly in the trapezius and lumbar muscles, whereas in control students' lumbar tension increased. Headache and low-back pain correlated with neck-shoulder pain and trapezius muscle tension. Intervention students reported that they experienced benefits from the adjustable tables and chairs. They also received significantly better overall marks than the controls at the end of high school. It is concluded that the adjustable school desks and chairs promoted better sitting and standing postures, increased muscle strength, alleviated pain and appeared to be associated with better overall academic marks.  相似文献   

4.
Workers lose height during the day. Flexion-based exercises and body positions are commonly prescribed to unload the spine and prevent back pain. Lumbar extension positions have been researched and result in an increase in spine height. End-range lumbar extension postures increase spine height to a greater extent than mid-range lumbar extension postures, but these positions are not always tolerated by patients with lumbar conditions. No study to date has investigated the effect of end-range versus mid-range lumbar flexion postures on spine height changes. The purpose of this study was to investigate the effects of two techniques commonly used in clinical settings to unload the lumbar intervertebral disc (IVD) segments through increasing spine height in: (1) a sidelying mid-range lumbar flexion position; and (2) a sidelying end-range lumbar flexion position. A total of 20 asymptomatic women and 21 asymptomatic men with a mean age of 23.8 years (±2.5) participated in the study. Subjects were randomized systematically into 2 groups to determine the order of testing position. Measurements were taken with a stadiometer in the sitting position to detect change in spine height after each position. Results of the paired t-tests indicated that compared to the spine height in sitting, the sidelying end-range lumbar flexion position resulted in a statistically significant (p < .001) mean spine height gain of 4.78 mm (±4.01) while the sidelying mid-range lumbar flexion position resulted in a statistically significant (p < .001) mean spine height gain of 5.84 mm (±4.4). No significant difference between the height changes observed following the two sidelying positions was found (p = .22). Sidelying lumbar flexion positions offer valuable alternatives to lumbar extension positions to increase spine height, possibly through increasing hydration levels of the lumbar IVD and could be proposed as techniques to offset spinal shrinkage and the biomechanical consequences of sustained loads.  相似文献   

5.
This research presents a model to determine the workstation arrangement and kanban number for pull production systems. Several practical production line characters are considered, and evolutionary algorithms are utilized to obtain the optimal/near-optimal result. The proposed system is a flow-shop, pull production line with N unreliable workstations and N ? 1 inter-stage buffers. Workstations may be allocated to any stage in the production line and have a different processing rate at each stage. Workstations will breakdown/recover at fixed rates, and the operating-breakdown-recovery process is formulated as a Markov process in this model. The size of the inter-stage buffers varies according to the arrangements of workstations. A model is established on the objective of minimizing the total production cost per item of the finished product. The costs considered in the system contain the allocation of workstations, operations, inventory, and production shortage costs. An evolutionary algorithm, genetic algorithm, is used to obtain the allocation of workstations in the production line.  相似文献   

6.
The purpose of this study was to compare students' dimensions to the dimension of school furniture, in primary school, and determine whether this type of furniture is well-designed and promotes good sitting posture at school by taking into account the dimensions of the children. A total of 180 (90 male and 90 female) students, from three primary schools in Thessaloniki, Greece, participated in the study. Their ages ranged from 7 to 12 years. The following human body dimensions were measured: stature, elbow height, shoulder height, upper arm length, knee height, popliteal height and buttock-popliteal length. In addition, the dimensions were measured for four different types of chairs and five types of desks prevalent in classrooms. Finally, the anthropometric measures of the students and the furniture dimensions were compared in order to identify any incompatibility between them. The data indicate a mismatch between the students' bodily dimensions and the classroom furniture available to them. The chairs are too high and too deep and desks are also too high for the pupils. This situation has negative effects on the sitting posture of the children especially when reading and writing.  相似文献   

7.
Sedentary work entails health risks. Dynamic (or active) workstations, at which computer tasks can be combined with physical activity, may reduce the risks of sedentary behaviour. The aim of this study was to evaluate short term task performance while working on three dynamic workstations: a treadmill, an elliptical trainer, a bicycle ergometer and a conventional standing workstation. A standard sitting workstation served as control condition. Fifteen Dutch adults performed five standardised but common office tasks in an office-like laboratory setting. Both objective and perceived work performance were measured. With the exception of high precision mouse tasks, short term work performance was not affected by working on a dynamic or a standing workstation. The participant's perception of decreased performance might complicate the acceptance of dynamic workstations, although most participants indicate that they would use a dynamic workstation if available at the workplace.  相似文献   

8.
The aim of the present intervention study was to examine if increased influence on working hours among shift workers led to better sleep quality.391 employees were categorized into groups based on the performed activities: High (self-rostering), moderate (education and/or policy for working hours), and low intensity intervention (meetings and discussions) and reference. Sleep quality was assessed by Karolinska Sleep Questionnaire (KSQ) at baseline and follow-up (12 months). To elucidate the process of the intervention interviews were conducted.Influence on one’s own working hours increased only in the high intensity group (p < 0.001). No effects of interventions on sleep quality were observed. Thus, sleep quality was not improved by increasing work time influence in the present group of Danish elder care workers. This was partly due to program failure (failed intervention), but may also be due to other factors such as few participants working night and few working full time.  相似文献   

9.
文章运用人机工程学的原理和方法,结合设计心理学、统计学等知识,对高校课桌椅的使用现状及设计存在的主要问题进行分析,对青年大学生这一使用群体进行问卷调查和人体尺寸测量,就高校课桌椅设计对青年大学生的生理、心理产生的影响进行分析,最后从设计参数、材料和结构、色彩三方面介绍高校课桌椅的人性化设计。  相似文献   

10.
Background: Sit-stand workstations are proposed solutions to reduce sedentary time at work. Numerous companies are using them to mitigate health concerns such as musculoskeletal discomfort. Objective: To review the literature on sit-stand workstations and low back discomfort. Method: We conducted a meta-analysis on literature published before 17 November 2016 that addressed the relationship between sit-stand workstations and musculoskeletal discomfort, focusing on the low back. Results: Twelve articles were identified and eight that presented results in means (SD) were included. Among a pain-free population, the standardised mean difference was ?0.230 for low back discomfort with use of sit-stand workstations. When applying the SMD to studies using the 10-point pain scale, the effect estimates ranged between ?0.30 and ?0.51. Conclusion: sit-stand workstations may reduce low back pain among workers. Further research is needed to help quantify dosage parameters and other health outcomes.

Practitioner Summary: In a sedentary population, changing posture may reduce the chance of developing low back pain. The literature lacks studies on specific populations such as those who have pre-existing low back pain and also does not adequately address the dosage of sit-stand time required to help reduce pain.  相似文献   

11.
Network of workstations (NOW) has become a widely accepted form of high-performance parallel computing. As in conventional multicomputers, parallel programs running on such a platform are often written in an SPMD form to exploit data parallelism. Each workstation in a NOW is treated similarly to a processing element in a multicomputer system. However, workstations are far more powerful and flexible than the processing elements in conventional multicomputers. In this paper, we discuss how workstations in a NOW can be used to exploit more parallelism in an SPMD program, especially those induced from concurrent activities.  相似文献   

12.
《Ergonomics》2012,55(12):1685-1695
Abstract

Ergonomics science recommends office chairs that promote active sitting to reduce sitting related complaints. Since current office chairs do not fulfill this recommendation, a new chair was developed by inverting an existing dynamic chair principle. This study compares active sitting on the inverted chair during a simulated computer-based office task to two existing dynamic office chairs (n?=?8). Upper body stability was analysed using Friedman ANOVA (p?=?.01). In addition, participants completed a questionnaire to rate their comfort and activity after half a working day.

The inverted chair allowed the participants to perform a substantial range of lateral spine flexion (11.5°) with the most stable upper body posture (≤11?mm, ≤2°, p?≤?.01). The results of this study suggest that the inverted chair supports active sitting with backrest support during computer-based office work. However, according to comfort and activity ratings, results should be verified in a future field study with 24 participants.

Practitioner Summary: This experimental laboratory study analyses the feasibility of active sitting with a backrest support during common office work on a new type of dynamic office chair. The results demonstrate that active sitting with a backrest support is feasible on the new but limited on existing chairs.  相似文献   

13.
We present a parallel algorithm for computing the correlation dimension (D2) from a time series generated by a dynamic system, using the method of correlation integrals, which essentially requires the computation of distances among a set of points in the state space. The parallelization is suitable for coarse-grained multiprocessor systems with distributed memory and is carried out using a virtually shared memory model. The algorithm simultaneously gives all the correlation integrals at various state space dimensions needed to estimate the D2. Two versions are discussed: the first computes all distances between points; the second computes only distances less than a fixed ϵ, and employs a box-assisted approach and linked lists for an efficient search of neighbouring points. The algorithms, coded in Fortran 77, are tested on a heterogeneous network of workstations consisting of various DEC Alphas of different powers, interconnected by Ethernet; the Network Linda parallel environment is used. A detailed analysis of performance is carried out using the generalization of speed-up and efficiency for heterogeneous systems. The algorithms are fully asynchronous and so intrinsically balanced. In almost all the situations they provide a unitary efficiency. The second version greatly reduces the computational work, thus making it possible to tackle D2 estimation even for medium and high-dimensional systems, where an extremely large number of points is involved. The algorithms can also be employed in other applicative contexts requiring the efficient computation of distances among a large set of points. The method proposed for the analysis of performance can be applied to similar problems. © 1998 John Wiley & Sons, Ltd.  相似文献   

14.
Sedentary behaviour is increasing and has been identified as a potential significant health risk, particularly for desk-based employees. The development of sit-stand workstations in the workplace is one approach to reduce sedentary behaviour. However, there is uncertainty about the effects of sit-stand workstations on cognitive functioning. A sample of 36 university staff participated in a within-subjects randomised control trial examining the effect of sitting vs. standing for one hour per day for five consecutive days on attention, information processing speed, short-term memory, working memory and task efficiency. The results of the study showed no statistically significant difference in cognitive performance or work efficiency between the sitting and standing conditions, with all effect sizes being small to very small (all ds < .2). This result suggests that the use of sit-stand workstations is not associated with a reduction in cognitive performance.

Practitioner Summary: Although it has been reported that the use of sit-stand desks may help offset adverse health effects of prolonged sitting, there is scant evidence about changes in productivity. This randomised control study showed that there was no difference between sitting and standing for one hour on cognitive function or task efficiency in university staff.  相似文献   


15.
In this paper, we propose two parallel algorithms for mining maximal frequent itemsets from databases. A frequent itemset is maximal if none of its supersets is frequent. One parallel algorithm is named distributed max-miner (DMM), and it requires very low communication and synchronization overhead in distributed computing systems. DMM has the local mining phase and the global mining phase. During the local mining phase, each node mines the local database to discover the local maximal frequent itemsets, then they form a set of maximal candidate itemsets for the top-down search in the subsequent global mining phase. A new prefix tree data structure is developed to facilitate the storage and counting of the global candidate itemsets of different sizes. This global mining phase using the prefix tree can work with any local mining algorithm. Another parallel algorithm, named parallel max-miner (PMM), is a parallel version of the sequential max-miner algorithm (Proc of ACM SIGMOD Int Conf on Management of Data, 1998, pp 85–93). Most of existing mining algorithms discover the frequent k-itemsets on the kth pass over the databases, and then generate the candidate (k + 1)-itemsets for the next pass. Compared to those level-wise algorithms, PMM looks ahead at each pass and prunes more candidate itemsets by checking the frequencies of their supersets. Both DMM and PMM were implemented on a cluster of workstations, and their performance was evaluated for various cases. They demonstrate very good performance and scalability even when there are large maximal frequent itemsets (i.e., long patterns) in databases.
Congnan LuoEmail:
  相似文献   

16.
The network of workstations (NOW) we consider for parallel computing is heterogeneous and nondedicated (time-sharing), where computing power varies among the workstations, and multiple jobs may interact with each other in execution. We address three performance issues in this paper. First, we examine the effects of heterogeneity on co-scheduling and local scheduling policies for parallel computing. Through experimentation and quantitative comparisons, we discuss features and requirements of scheduling policies on heterogeneous NOW. Second, the heterogeneity and non-dedication of NOW introduce new performance factors into parallel computing, which make traditional performance metrics for parallel computing under homogeneous platforms not suitable. We conducted a collection of experimental measurements to show the performance impact to parallel computing. Finally, using network latencies we experimentally evaluate the parallel computing scalability on NOW. Our objective of this study is to provide insights into unique performance bottlenecks and potentials of networks of workstations.  相似文献   

17.
Work on remote collaboration has often focused on the person space created by a conventional videoconference where the participants see each other's faces, but we argue that a task space containing shared visual information is more important for most tasks. Trends in display technology mean that large visual task spaces can be created to maximize the shared context between collaborators. We have created a system called the Escritoire that presents users with a desk‐sized projected display with bimanual input that allows documents and images to be arranged and modified by multiple remote collaborators. We describe the software architecture, the protocol that is used between the client and server programs, and the pen traces we have added to allow participants to gesture to each other in the large visual space to enrich their communication. Our user trials have shown that participants were able to use the system with a minimum of training, and found the traces useful in the collaborative setting. In future we will be connecting three or more sites together to explore the issues that arise with multi‐party interaction on large shared desks. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

18.
Early onset in adolescent gambling involvement can be a precipitator of later gambling problems. The aim of the present study was to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. Students attending a high school in Italy (N = 168) participated in the present study (58% male – age, M = 15.01; SD = 0.60). Twelve classes were randomly assigned to one of two conditions: intervention (N = 6; 95 students) and control group (N = 6; 73 students). Both groups received personalized feedback and then the intervention group received online training (interactive activities) for three weeks. At a two-month follow-up, students in the intervention group reported a reduction in gambling problems relative to those in the control group. However, there were no differences in gambling frequency, gambling expenditure, and attitudes toward the profitability of gambling between the two groups. In addition, frequent gamblers (i.e., those that gambled at least once a week at baseline) showed reductions in gambling problems and gambling frequency post-intervention. Frequent gamblers that only received personalized feedback showed significantly less realistic attitudes toward the profitability of gambling post-intervention. The present study is the first controlled study to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. The results indicate that a brief web-based intervention delivered in the school setting may be a potentially promising strategy for a low-threshold, low-cost, preventive tool for at-risk gambling high school students.  相似文献   

19.
In this paper, we propose a hybrid genetic algorithm to solve mixed model assembly line balancing problem of type I (MMALBP-I). There are three objectives to be achieved: to minimize the number of workstations, maximize the workload smoothness between workstations, and maximize the workload smoothness within workstations. The proposed approach is able to address some particular features of the problem such as parallel workstations and zoning constraints. The genetic algorithm may lack the capability of exploring the solution space effectively. We aim to improve its exploring capability by sequentially hybridizing the three well known heuristics, Kilbridge & Wester Heuristic, Phase-I of Moodie & Young Method, and Ranked Positional Weight Technique, with genetic algorithm. The proposed hybrid genetic algorithm is tested on 20 representatives MMALBP-I and the results are compared with those of other algorithms.  相似文献   

20.

Background

In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in game-based learning.

Objectives

This quasi-experimental study utilized a value-added research approach to investigate whether emotional design applied to scaffolding in a game-based learning environment improves learning and motivational outcomes more than emotionally neutral scaffolding.

Methods

A total of 138 participants, mean age of 11.5 (SD = 0.73) participated in the study. A total of 68 participants played the base version of a fraction learning game (Number Trace), where scaffolding was provided with emotionally neutral mathematical notations, and 70 participants played the value-added version of the game using emotionally designed animated scaffolding agents. Pre-and post-tests were used to measure conceptual fraction knowledge and self-reported measures of situational interest and situational self-efficacy to evaluate motivational outcomes.

Results and Conclusions

Our results indicate that the emotional design applied to scaffolds can improve the educational value of a game-based learning environment by enhancing players' situational interest and situational self-efficacy. However, although the intervention improved the participants' conceptual fraction knowledge, there was no significant difference between the scaffolding conditions in participants' learning outcomes.

Takeaways

The results suggest that emotional design can increase the educational impact of game-based learning by promoting the development of interest, as well as improving self-efficacy.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号