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 31 毫秒
1.
The efficiency of training visual attention in the central and peripheral visual field was investigated by means of a visual detection task that was performed in a naturalistic visual environment including numerous, time-varying visual distractors. We investigated the minimum number of repetitions of the training required to obtain the top performance and whether intra-day training improved performance as efficiently as inter-day training. Additionally, our research aimed to find out whether exposure to a demanding task such as a microsurgical intervention may cancel out the effects of training.

Results showed that performance in visual attention peaked within three (for tasks in the central visual field) to seven (for tasks in the periphery) days subsequent to training. Intra-day training had no significant effect on performance. When attention training was administered after exposure to stress, improvement of attentional performance was more pronounced than when training was completed before the exposure. Our findings support the implementation of training in situ at work for more efficient results.

Practitioner Summary: Visual attention is important in an increasing number of workplaces, such as with surveillance, inspection, or driving. This study shows that it is possible to train visual attention efficiently within three to seven days. Because our study was executed in a naturalistic environment, training results are more likely to reflect the effects in the real workplace.  相似文献   


2.
Background: Tablet computers are increasingly widespread in this digital era. During tablet computer use, two important factors are display quality and ambient illumination. The purpose of this experiment was to understand the effects of the display quality of tablet computers (a Sony, a Samsung, and an iPad) and ambient illumination levels (200 lx, 500 lx) on visual fatigue, comfort perception, and task performance.

Methods: Thirty-five university students (17 males and 18 females) were recruited for this experiment. They performed six 40-min trials of playing computer games in all experimental conditions. Visual fatigue, comfort perception, and task performance were collected at the end of each trial.

Results and Discussion: There were no interactions between display model and ambient illumination. Display model had a significant effect on visual fatigue and visual performance, and the best display quality caused less visual fatigue during long periods of viewing. We found no significant effect between 200 lx and 500 lx of ambient illumination on visual fatigue or visual performance; therefore, further research should be conducted to determine what levels of ambient illumination, both high and low, can affect visual fatigue and task performance.  相似文献   


3.
Intersection accidents result in a significant proportion of road fatalities, and attention allocation likely plays a role. Attention allocation may depend on (limited) working memory (WM) capacity. Driving is often combined with tasks increasing WM load, consequently impairing attention orienting. This study (n = 22) investigated WM load effects on event-related potentials (ERPs) related to attention orienting. A simulated driving environment allowed continuous lane-keeping measurement. Participants were asked to orient attention covertly towards the side indicated by an arrow, and to respond only to moving cars appearing on the attended side by pressing a button. WM load was manipulated using a concurrent memory task. ERPs showed typical attentional modulation (cue: contralateral negativity, LDAP; car: N1, P1, SN and P3) under low and high load conditions. With increased WM load, lane-keeping performance improved, while dual task performance degraded (memory task: increased error rate; orienting task: increased false alarms, smaller P3).

Practitioner Summary: Intersection driver-support systems aim to improve traffic safety and flow. However, in-vehicle systems induce WM load, increasing the tendency to yield. Traffic flow reduces if drivers stop at inappropriate times, reducing the effectiveness of systems. Consequently, driver-support systems could include WM load measurement during driving in the development phase.  相似文献   


4.
Large display screens are common in supervisory tasks, meaning that alerts are often perceived in peripheral vision. Five air traffic control notification designs were evaluated in their ability to capture attention during an ongoing supervisory task, as well as their impact on the primary task. A range of performance measures, eye-tracking and subjective reports showed that colour, even animated, was less effective than movement, and notifications sometimes went unnoticed. Designs that drew attention to the notified aircraft by a pulsating box, concentric circles or the opacity of the background resulted in faster perception and no missed notifications. However, the latter two designs were intrusive and impaired primary task performance, while the simpler animated box captured attention without an overhead cognitive cost. These results highlight the need for a holistic approach to evaluation, achieving a balance between the benefits for one aspect of performance against the potential costs for another.

Practitioner summary: We performed a holistic examination of air traffic control notification designs regarding their ability to capture attention during an ongoing supervisory task. The combination of performance, eye-tracking and subjective measurements demonstrated that the best design achieved a balance between attentional power and the overhead cognitive cost to primary task performance.  相似文献   


5.
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   


6.
Operators of highly automated driving systems may exhibit behaviour characteristic for overtrust issues due to an insufficient awareness of automation fallibility. Consequently, situation awareness in critical situations is reduced and safe driving performance following emergency takeovers is impeded. A driving simulator study was used to assess the impact of dynamically communicating system uncertainties on monitoring, trust, workload, takeovers, and physiological responses. The uncertainty information was conveyed visually using a stylised heart beat combined with a numerical display and users were engaged in a visual search task. Multilevel analysis results suggest that uncertainty communication helps operators calibrate their trust and gain situation awareness prior to critical situations, resulting in safer takeovers. In addition, eye tracking data indicate that operators can adjust their gaze behaviour in correspondence with the level of uncertainty. However, conveying uncertainties using a visual display significantly increases operator workload and impedes users in the execution of non-driving related tasks.

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


7.
Ergonomics has been a very important activity in the design process. However, ergonomics rarely includes the environmental requirements into the design of products. The article proposes and presents the Eco-Ergo model through its application to a real-world product, a washing machine, to allow designers and ergonomists to establish product design requirements in order to minimise environmental impacts related to user–product interaction during the use stage. This model uses a visual language of representation, Blueprinting-based, that helps designers explore problems they have not previously considered during the market research when a wide variety of products with different interaction elements is analysed. The application of this model allows direct efforts and attention on the user analysis phase in the most influential user’s actions on the environmental performance of energy-related products during use, establishing ergonomics requirements related to users behaviour at the initial design phase.

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

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


8.
Fighter pilots’ heart rate (HR), heart rate variation (HRV) and performance during instrument approaches were examined. The subjects were required to fly instrument approaches in a high-fidelity simulator under various levels of task demand. The task demand was manipulated by increasing the load on the subjects by reducing the range at which they commenced the approach. HR and the time domain components of HRV were used as measures of pilot mental workload (PMWL). The findings of this study indicate that HR and HRV are sensitive to varying task demands. HR and HRV were able to distinguish the level of PMWL after which the subjects were no longer able to cope with the increasing task demands and their instrument landing system performance fell to a sub-standard level. The major finding was the HR/HRV’s ability to differentiate the sub-standard performance approaches from the high-performance approaches.

Practitioner Summary:

This paper examined if HR and HRV were sensitive to varying task demands in a fighter aviation environment and if these measures were related to variations in pilot’s performance.  相似文献   


9.
We conceptually replicated three highly cited experiments on speed adaptation, by measuring drivers’ experienced risk (galvanic skin response; GSR), experienced task difficulty (self-reported task effort; SRTE) and safety margins (time-to-line-crossing; TLC) in a single experiment. The three measures were compared using a nonparametric index that captures the criteria of constancy during self-paced driving and sensitivity during forced-paced driving. In a driving simulator, 24 participants completed two forced-paced and one self-paced run. Each run held four different lane width conditions. Results showed that participants drove faster on wider lanes, thus confirming the expected speed adaptation. None of the three measures offered persuasive evidence for speed adaptation because they failed either the sensitivity criterion (GSR) or the constancy criterion (TLC, SRTE). An additional measure, steering reversal rate, outperformed the other three measures regarding sensitivity and constancy, prompting a further evaluation of the role of control activity in speed adaptation.

Practitioner Summary: Results from a driving simulator experiment suggest that it is not experienced risk, experienced effort or safety margins that govern drivers’ choice of speed. Rather, our findings suggest that steering reversal rate has an explanatory role in speed adaptation.  相似文献   


10.
Both learning curve models and subjective mental workload are useful tools for determining the length of training for new workers and predicting future task performance. An experiment was designed to collect the task completion times and subjective mental workload of five driving tasks including (a) reverse into garage, (b) 3-point turn, (c) parallel parking, (d) S-curve and (e) up-down-hill. The results indicated that task completion times of truck driving can be predicted with a learning curve. Practice significantly reduced the mental workload rating. However, the novice trainees tended to have a more significant reduction because, compared to experienced trainees, they tended to give greater or lower workload scores than the experienced trainees before and after practice, respectively. The current study may not be complete enough to provide guidelines for a training programme, but it is adequate to suggest that learning rate and workload measure can serve as indexes for factoring in the individual differences.

Practitioner summary: Learning curves can be used to determine the length of training for new workers and performance standards for a particular task. Learning rate and mental workload were found to be important measures for comparing individual differences in order to better design a training programme. However, mental workload must be evaluated by experienced participants.  相似文献   


11.
Vigilance represents the capacity to sustain attention to any environmental source of information over prolonged periods on watch. Most stimuli used in vigilance research over the previous six decades have been relatively simple and often purport to represent important aspects of detection and discrimination tasks in real-world settings. Such displays are most frequently composed of single stimulus presentations in discrete trials against a uniform, often uncluttered background. The present experiment establishes a dynamic, first-person perspective vigilance task in motion using a video-game environment. ‘Vigilance on the move’ is thus a new paradigm for the study of sustained attention. We conclude that the stress of vigilance extends to the new paradigm, but whether the performance decrement emerges depends upon specific task parameters. The development of the task, the issues to be resolved and the pattern of performance, perceived workload and stress associated with performing such dynamic vigilance are reported.

Practitioner Summary: The present experiment establishes a dynamic, first-person perspective movement-based vigilance task using a video-game environment. ‘Vigilance on the move’ is thus a new paradigm for the evaluation of sustained attention in operational environments in which individuals move as they monitor their environment. Issues addressed in task development are described.  相似文献   


12.
Yue Wei  Jiayue Zheng 《Ergonomics》2018,61(7):933-946
Visually induced motion sickness (VIMS) is a common discomfort response associated with vection-provoking stimuli. It has been suggested that susceptibility to VIMS depends on the ability to regulate visual performance during vection. To test this, 29 participants, with VIMS susceptibility assessed by Motion Sickness Susceptibility Questionnaire, were recruited to undergo three series of sustained attention to response tests (SARTs) while watching dot pattern stimuli known to provoke roll-vection. In general, SARTs performance was impaired in the central visual field (CVF), but improved in peripheral visual field (PVF), suggesting the reallocation of attention during vection. Moreover, VIMS susceptibility was negatively correlated with the effect sizes, suggesting that participants who were less susceptible to VIMS showed better performance in attention re-allocation. Finally, when trained to re-allocation attention from the CVF to the PVF, participants experienced more stable vection. Findings provide a better understanding of VIMS and shed light on possible preventive measures.

Practitioner Summary: Allocating less visual attention to central visual field during visual motion stimulation is associated with stronger vection and higher resistance to motion sickness. Virtual reality application designers may utilise the location of visual tasks to strengthen and stabilise vection, while reducing the potential of visually induced motion sickness.  相似文献   


13.
Objective: Objective and subjective methods have been used in the past to assess workplace fatigue, but little is known about correlations between them. We examine correlations between subjective and objective measures, including measures collected in a workplace scenario. Methods: 15 young and 17 older participants were assessed before and after work with four types of fatigue measure: objective physical (posturography), objective mental (psychomotor vigilance task), subjective physical and mental (self-assessment), objective and subjective realistic (oculomotor behaviour, observer-rated facial expression, typing performance). Results: Pre- and post-test scores were analysed with an ANOVA, significant differences were submitted to a factor analysis. It yielded three factors: one representing posturography, the second self-rated mental and physical fatigue and the third observer-rated facial expression. Conclusions: Results advocate the existence of three independent fatigue components: Objective physical fatigue, introspective and extrospective fatigue.

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


14.
15.
Instruction manuals provide important messages about the proper use of a product. They should communicate in such a way that they facilitate users’ searches for specific information. Despite the increasing research interest in visual search, there is a lack of empirical knowledge concerning the role of pictograms in search performance during the browsing of a manual’s pages. This study investigates how the inclusion of pictograms improves the search for the target information. Furthermore, it examines whether this search process is influenced by the visual similarity between the pictograms and the searched for information. On the basis of eye-tracking measurements, as objective indicators of the participants’ visual attention, it was found that pictograms can be a useful element of search strategy. Another interesting finding was that boldface highlighting is a more effective method for improving user experience in information seeking, rather than the similarity between the pictorial and adjacent textual information. Implications for designing effective user manuals are discussed.

Practitioner Summary: Users often view instruction manuals with the aim of finding specific information. We used eye-tracking technology to examine different manual pages in order to improve the user’s visual search for target information. The results indicate that the use of pictograms and bold highlighting of relevant information facilitate the search process.  相似文献   


16.
Driving may be detrimental to health, with one hypothesis suggesting that driving may elicit an acute stress response and, with repeated exposures, may become a chronic stressor. The present study examined the stress response to driving and the effectiveness of a prior exercise bout in dampening this response. Twenty healthy adults performed three tasks: control, driving and exercise plus driving. Heart rate (HR), heart rate variability (HRV), blood pressure (BP) and cortisol were measured to quantify the acute stress response to each condition. Data indicated a stress response to driving: HR was elevated and HRV was reduced during the driving task compared with control. HR was elevated and HRV was reduced comparing the exercise plus driving with the driving condition. BP and cortisol were not different among conditions. The potential of interventions, such as exercise, to counter daily stressors should be evaluated to safeguard long-term health.

Practitioner Summary: this study confirms that driving induces a stress response, with the exercise intervention providing mixed results (an increase in cardiovascular measures and a decrease in cortisol measure trending significance). Given the known consequences of stress and evidence that exercise can mitigate acute stress, further evaluation of exercise interventions is recommended.  相似文献   


17.
Attention can be captured by distractors and can affect performance. To examine whether asymmetrical distractors, such as a wall, affect spatial attention, Experiment 1 required participants (n = 20) to determine the relative length of pre-bisected lines when a temporary barrier was placed close to the left or right sides of the display. Post-hoc tests showed that attention was drawn towards left, but not right, walls. Experiment 2 (n = 18) sought to increase this effect using a solid brick wall rather than a temporary barrier. Instead of strengthening the result, no effect of barrier was observed. A non-effect was also observed in Experiment 3 (n = 18) when participants moved a cursor to the line's middle. Finally, Experiment 4 (n = 26) showed that asymmetrical barriers had no effect on visual search. While the data showed some evidence that attention is distracted by walls placed to the left, this effect is weak and task-specific.

Practitioner Summary: The ability to monitor critical information on displays can be affected by asymmetrical distractors. In many workplaces, a display may be placed alongside a wall. This study explored whether a wall placed to the left/right affects spatial attention. A weak, task-specific, attraction effect was observed for walls on the left.  相似文献   


18.
There is limited research on trade-offs in demand between manual and voice interfaces of embedded and portable technologies. Mehler et al. identified differences in driving performance, visual engagement and workload between two contrasting embedded vehicle system designs (Chevrolet MyLink and Volvo Sensus). The current study extends this work by comparing these embedded systems with a smartphone (Samsung Galaxy S4). None of the voice interfaces eliminated visual demand. Relative to placing calls manually, both embedded voice interfaces resulted in less eyes-off-road time than the smartphone. Errors were most frequent when calling contacts using the smartphone. The smartphone and MyLink allowed addresses to be entered using compound voice commands resulting in shorter eyes-off-road time compared with the menu-based Sensus but with many more errors. Driving performance and physiological measures indicated increased demand when performing secondary tasks relative to ‘just driving’, but were not significantly different between the smartphone and embedded systems.

Practitioner Summary: The findings show that embedded system and portable device voice interfaces place fewer visual demands on the driver than manual interfaces, but they also underscore how differences in system designs can significantly affect not only the demands placed on drivers, but also the successful completion of tasks.  相似文献   


19.
Visual lobe is a useful tool for predicting visual search performance. Up till now, no study has focused on dynamic visual lobe. This study developed a dynamic visual lobe measurement system (DVLMS) that could effectively map dynamic visual lobe and calculate visual lobe shape indices. The effects of display movement velocity on lobe shape indices were examined under four velocity conditions: 0, 4, 8 and 16 deg/s. In general, with the increase of display movement velocity, visual lobe area and perimeter became smaller, whereas lobe shape roundness, boundary smoothness, symmetry and regularity deteriorated. The elongation index was not affected by velocity. Regression analyses indicated that display movement velocity was important in determining dynamic visual lobe shape indices. Dynamic visual lobe provides another option for better understanding dynamic vision, in addition to dynamic visual acuity. Findings of this study can provide guidelines for analysing and designing dynamic visual tasks.

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


20.
A laboratory study was conducted to determine how users of different handedness interact with desktop touchscreen displays and how the hand usage pattern influences their body discomfort development. Twenty-one participants in three different handedness groups conducted simple web-browsing for 30 minutes using a 23″ touchscreen display while their subjective body discomfort, frequency of use of each hand and touch area preference were periodically quantified. Participants reported a gradual increase in body discomfort during web-browsing, and the increments in body discomfort varied between handedness groups for some body parts. Results also show that right-handed participants had stronger laterality than the left-handed, and ambidextrous participants used both hands more evenly than other participants, suggesting associations between the hand usage pattern and body discomfort development. Findings of the current study suggest that body discomfort of desktop touchscreen display users could be moderated by user-interface improvements and user training.

Practitioner Summary: Body discomfort development of desktop touchscreen users may be influenced by their hand usage pattern. Findings of this laboratory study suggest that user discomfort may be moderated by placing menu items in the lower area within the display or training users to alternate hands when conducting touch gestures.  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