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 capacity for superior vigilance can be trained by using knowledge of results (KR). Our present experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples of students and Soldiers. Effectiveness was assessed by manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centred sustained attention task with important elements of traditional vigilance. The results indicate that KR effects in sustained attention extend to a first person perspective movement based paradigm, and that these effects occur in professional military as well as a more general population. Such sustained attention training can save lives and the present findings demonstrate one particular avenue to achieve this goal.

Practitioner Summary: Sustained attention can be trained by means of knowledge of results using a videogame-based platform with samples of students and Soldiers. Four experiments demonstrate that a dynamic, first-person perspective video game environment can serve to support effective sustained attention training in professional military as well as a more general population.  相似文献   


2.
In a simulated process control task, we investigated the effects of refresher training and acute social stress on performing a standard operating procedure (SOP) containing a production and monitoring task and knowledge recall after a retention interval of two weeks. In a 2?×?2 between-group design (Factor 1: induced social stress, Factor 2: refresher training), 76 engineering students performed an SOP at t1 in week 1 and at t2 in week 3. A MANOVA in week three (t2) indicated a main effect of the refresher training for the SOP execution containing a production and a monitoring task and an impairing effect of stress on the monitoring task. That means that after a retention interval, stress mainly affects the SOP’s monitoring task. An additional correlational analysis showed that knowledge test performance is negatively associated with cortisol level and that retentivity is a strong predictor for knowledge test performance and production task performance, too.

Practitioner Summary: We investigated effects of social stress and refresher training on performing a standard operating procedure (SOP) after a retention interval of two weeks. The impact of social stress reduced the monitoring task performance as part of the SOP, but not the production outcome. Without refresher training, performance is significantly worse.

Abbreviation: SOP: Standard Operating Procedure; MANOVA: Multivariate Analysis of Variance; CSB: Chemical Safety and Hazard Investigation Board; TSST: Trierer Social Stress Test; P-TSST: Placebo Trierer Social Stress Test; WaTrSim: Water Treatment Simulation; HPA axis: hypothalamic pituitary adrenal axis; WIT-2: Wilde Intelligenztest – 2; SPSS: Statistical Package for the Social Sciences; ANOVA: Analysis of Variance.  相似文献   


3.
《Ergonomics》2012,55(6):547-556
Abstract

Two groups of subjects were run in a visual monitoring test, one with knowledge of results (KR) providing instant feedback of correct responses, commissive errors, and missed signals, and the other with no knowledge of results (NKR). The groups were run for five 48-minute sessions on consecutive days, with a follow-up transfer session five weeks later. Results showed significant differences in detection rates between the groups on all five training sessions, but not on the transfer session. Detection rates increased significantly during the five training sessions for both groups, and at approximately the same rate. Commissive errors were significantly different only in the first two training sessions, with the KR subjects showing more false alarms. Commissive errors did not increase or decrease over time within sessions, or over the five training sessions.  相似文献   

4.
Modern interaction techniques like non-intrusive gestures provide means for interacting with distant displays and smart objects without touching them. We were interested in the effects of feedback modality (auditory, haptic or visual) and its combined effect with input modality on user performance and experience in such interactions. Therefore, we conducted two exploratory experiments where numbers were entered, either by gaze or hand, using gestures composed of four stroke elements (up, down, left and right). In Experiment 1, a simple feedback was given on each stroke during the motor action of gesturing: an audible click, a haptic tap or a visual flash. In Experiment 2, a semantic feedback was given on the final gesture: the executed number was spoken, coded by haptic taps or shown as text. With simultaneous simple feedback in Experiment 1, performance with hand input was slower but more accurate than with gaze input. With semantic feedback in Experiment 2, however, hand input was only slower. Effects of feedback modality were of minor importance; nevertheless, semantic haptic feedback in Experiment 2 showed to be useless at least without extensive training. Error patterns differed between both input modes, but again not dependent on feedback modality. Taken together, the results show that in designing gestural systems, choosing a feedback modality can be given a low priority; it can be chosen according to the task, context and user preferences.  相似文献   

5.
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   

6.
With the advent of new haptic feedback devices, researchers are giving serious consideration to the incorporation of haptic communication in collaborative virtual environments. For instance, haptic interactions based tools can be used for medical and related education whereby students can train in minimal invasive surgery using virtual reality before approaching human subjects. To design virtual environments that support haptic communication, a deeper understanding of humans′ haptic interactions is required. In this paper, human′s haptic collaboration is investigated. A collaborative virtual environment was designed to support performing a shared manual task. To evaluate this system, 60 medical students participated to an experimental study. Participants were asked to perform in dyads a needle insertion task after a training period. Results show that compared to conventional training methods, a visual-haptic training improves user′s collaborative performance. In addition, we found that haptic interaction influences the partners′ verbal communication when sharing haptic information. This indicates that the haptic communication training changes the nature of the users′ mental representations. Finally, we found that haptic interactions increased the sense of copresence in the virtual environment: haptic communication facilitates users′ collaboration in a shared manual task within a shared virtual environment. Design implications for including haptic communication in virtual environments are outlined.  相似文献   

7.
Prior research has focused on designing training approaches for novice operators to support maximum motor skill development. However, in production operations, workers must be trained to uniform performance levels to prevent ‘bottlenecks’ or work-in-process inventory accumulation. This study introduces a new approach to support assignment of training protocols to operators to achieve comparable levels of motor performance. Thirty-six participants performed a computer-based motor test. Based on performance classification results, each participant was assigned to a specific haptic virtual reality training condition. Results revealed participants identified as ‘medium’ or ‘low’ performers achieved levels of motor performance comparable to ‘high’ performers through 1-h training.Relevance to IndustryFindings can be applied to operator training in manual assembly operations, promoting a group of novice workers to achieve uniform performance levels and mitigating production bottlenecks.  相似文献   

8.
《Ergonomics》2012,55(11):1516-1527
Abstract

Many occupations require both physical exertion and cognitive task performance. Knowledge of any interaction between physical demands and modalities of cognitive task information presentation can provide a basis for optimising performance. This study examined the effect of physical exertion and modality of information presentation on pattern recognition and navigation-related information processing. Results indicated males of equivalent high fitness, between the ages of 18 and 34, rely more on visual cues vs auditory or haptic for pattern recognition when exertion level is high. We found that navigation response time was shorter under low and medium exertion levels as compared to high intensity. Navigation accuracy was lower under high level exertion compared to medium and low levels. In general, findings indicated that use of the haptic modality for cognitive task cueing decreased accuracy in pattern recognition responses.

Practitioner Summary: An examination was conducted on the effect of physical exertion and information presentation modality in pattern recognition and navigation. In occupations requiring information presentation to workers, who are simultaneously performing a physical task, the visual modality appears most effective under high level exertion while haptic cueing degrades performance.  相似文献   

9.
《Ergonomics》2012,55(11):1454-1463
Abstract

We employed a simulated production task that mimics the real-world skill acquisition required of operators working in control rooms of power plants to assess short and long-term effects of transcranial random noise stimulation (tRNS). tRNS has shown potential for enhancing learning and performance of cognitive skills. Forty subjects (24 female) learned how to execute the simulated production task during the training phase and were required to perform a secondary task during the skill acquisition phase while they received active (12?min) or sham tRNS on DLPFC. After 2 weeks they had to recall the task again without any stimulation. The results demonstrate that tRNS promoted better multitasking as reflected by better performance in a secondary task during and immediately after tRNS. However, 2 weeks later, beneficial effect of tRNS on retention was moderated by general mental ability. Particularly, tRNS benefited those with lower general mental ability.

Practitioner summary: By using a simulated production task, we assessed the effects of tRNS on learning and skill retention. The study indicates that neurostimulation can enhance the learning of multiple complex tasks. Moreover, it shows that retention of those tasks can be supported by neurostimulation, especially for those with lower general mental ability.  相似文献   

10.
The present study was conducted to explore the effect of the absence of the external regulators on children’s use of speech (private/social), task performance, and self-regulation during learning tasks. A novel methodology was employed through a computer-based learning environment that proposed three types/units of encouragement with only two sequences of instructional conditions, Verbal-Gesture-Silent (VGS) versus Silent-Gesture-Verbal (SGV). The Knowledge of response (KR) was applied as: verbal KR feedback with verbal encouragement during the verbal unit, visualization-representation of KR without verbal encouragement during the gesture unit, and no KR feedback without any encouragement during the silent unit. Three measurements were used: speech analysis, novel criteria to measure self-regulation and task performance, and a computer-based friendly chat questionnaire to measure children’s satisfaction. Forty preschool children were divided by their teachers between the two conditions equivalently. It was hypothesized that children in the VGS condition were more speech productive, manifested higher self-regulation, task performance, and satisfaction. The results showed significant differential effect on the speech intensity and manifested self-regulation with no significant differential effect on task performance and satisfaction during learning tasks. However, the results were not confirmed Vygotsky’s view as it were supported (neutralizing, at best) to Piaget’s view of self-regulation development.  相似文献   

11.
Haptic-based paradigms for human motor skill training which include virtual fixture, record-play method, shared control scheme and haptic disturbance have been proposed and widely used for applications like surgery, assembly, rehabilitation, motor skill and so on. However, no haptic-based training scheme applies to all types of human motor skills that new ideas and new approaches should be explored for some special training tasks. For example, tank gunners have to be rigorously trained to be able to complete the most accurate manipulation in the shortest possible time. Accuracy and operating speed are both critical for them to grasp the skill; therefore, tank gunnery is defined as a type of high precision and high speed human motor skill. In this paper, a hybrid spring-damper model which fuses haptic fixture and record-play is presented to simultaneously train accuracy and operating speed. The training approach is suitable for novices at all levels since force feedback is decomposed into two components: one for training accuracy, the other for training speed. The virtual envelope depicting is chosen as the training task for novices to validate the effectiveness of the proposed haptic-based scheme in high precision and high speed skill training. Experimental results indicate that force feedback generated based on the hybrid model can benefit novices in fast improving performances on tank gunnery.  相似文献   

12.
Haptic feedback has the potential to provide superior performance in computer-integrated surgery and training. This paper discusses the design of a user interface that is capable of providing force feedback in all the degrees of freedom (DOFs) available during endoscopic surgery. Using the Jacobian matrix of the haptic interface and its singular values, methods are proposed for analysis and optimization of the interface performance with regard to the accuracy of force feedback, the range of applicable forces, and the accuracy of control. The haptic user interface is used with a sensorized slave robot to form a master–slave test-bed for studying haptic interaction in a minimally invasive environment. Using the master–slave test-bed, teleoperation experiments involving a single degree of freedom surgical task (palpation) are conducted. Different bilateral control methods are compared based on the transparency of the master–slave system in terms of transmitting the critical task-related information to the user in the context of soft-tissue surgical applications.  相似文献   

13.
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   

14.
Touchscreen interfaces offer benefits in terms of flexibility and ease of interaction and as such their use has increased rapidly in a range of devices, from mobile phones to in-car technology. However, traditional touchscreens impose an inevitable visual workload demand that has implications for safety, especially in automotive use. Recent developments in touchscreen technology have enabled feedback to be provided via the haptic channel. A study was conducted to investigate the effects of visual and haptic touchscreen feedback on visual workload, task performance and subjective response using a medium-fidelity driving simulator. Thirty-six experienced drivers performed touchscreen ‘search and select’ tasks while engaged in a motorway driving task. The study utilised a 3 × 2 within-subjects design, with three levels of visual feedback: ‘immediate’, ‘delayed’, ‘none’; and two levels of haptic feedback: ‘visual only’, ‘visual + haptic’. Results showed that visual workload was increased when visual feedback was delayed or absent; however, introducing haptic feedback counteracted this effect, with no increases observed in glance time and count. Task completion time was also reduced when haptic feedback was enabled, while driving performance showed no effect due to feedback type. Subjective responses indicated that haptic feedback improved the user experience and reduced perceived task difficulty.  相似文献   

15.
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   

16.
Current computer-aided assembly systems provide engineers with a variety of spatial snapping and alignment techniques for interactively defining the positions and attachments of components. With the advent of haptics and its integration into virtual assembly systems, users now have the potential advantage of tactile information. This paper reports research that aims to quantify how the provision of haptic feedback in an assembly system can affect user performance. To investigate human–computer interaction processes in assembly modeling, performance of a peg-in-hole manipulation was studied to determine the extent to which haptics and stereovision may impact on task completion time. The results support two important conclusions: first, it is apparent that small (i.e. visually insignificant) assembly features (e.g. chamfers) affect the overall task completion at times only when haptic feedback is provided; and second, that the difference is approximately similar to the values reported for equivalent real world peg-in-hole assembly tasks.  相似文献   

17.
《Ergonomics》2012,55(11):1507-1508
Abstract

Texting on a cell phone disrupts walkers’ gait performance. The performance decrement has been attributed to increased motor demand, decreased visual information and increased cognitive load. However, relative contributions of motor, visual and cognitive factors are poorly understood. Here we quantitatively estimated the relative contributions of these factors by comparing multiple walking conditions. Thirty-two adults walked for 20 m, with or without a dual task on the phone. The dual task was either a cognitively demanding digit ordering task or a casual tapping task. Gait performance was assessed using gait speed, stride length, stride time and stride time variability. Results showed that texting negatively impacted gait performance. Importantly, we found that cognitive factor contributed the most, visual factor the least, and motor factor in between. Our findings resolve the inconsistency in the literature and unambiguously show that motor, visual and cognitive factors caused by simultaneous phone use all contribute to gait alterations.

Practitioner Summary: Walking performance is typically worsened when a concurrent phone use task such as texting is performed. We found that visual, motor and cognitive factors contributed to this performance decrement with increasing importance. Besides resolving inconsistency among previous reports, we also raised theoretical and practical concerns for phone use during walking.  相似文献   

18.

This study examined the interaction effects between haptic force feedback and users’ sensation seeking tendency (i.e. need for sensations) on users’ feelings of presence (i.e. the state in which users experience virtual objects and virtual environments as if they were actual) in robotic haptic interfaces. Users with low sensation seeking tendency felt stronger physical presence and spatial presence in response to force feedback haptic stimuli (versus no force feedback), whereas users with high sensation seeking tendency did not show any difference between the two conditions, thus confirming the moderating role of the users’ sensation seeking tendency in the robotic haptic interface. Theoretical implications for human–computer interaction (HCI) research and managerial implications for the interactive media market are discussed.  相似文献   

19.
Preserving older pedestrians’ navigation skills in urban environments is a challenge for maintaining their quality of life. However, existing aids do not take into account older people’s perceptual and cognitive declines nor their user experience, and they call upon sensory modalities that are already used during walking. The present study was aimed at comparing different guidance instructions using visual, auditory, and haptic feedback in order to identify the most efficient and best accepted one(s). Sixteen middle-age (non-retired) adults, 21 younger-old (young-retired) adults, and 21 older-old (old-retired) adults performed a navigation task in a virtual environment. The task was performed with visual feedback (directional arrows superimposed on the visual scenes), auditory feedback (sounds in the left/right ear), haptic feedback (vibrotactile information delivered by a wristband), combinations of different types of sensory feedback, or a paper map. The results showed that older people benefited from the sensory guidance instructions, as compared to the paper map. Visual and auditory feedbacks were associated with better performance and user experience than haptic feedback or the paper map, and the benefits were the greatest among the older-old participants, even though the paper-map familiarity was appreciated. Several recommendations for designing pedestrian navigation aids are proposed.  相似文献   

20.
《Ergonomics》2012,55(10):1701-1713
The effects of long duration simulated motion on motor task and neuromuscular performance along with time frames required to recover from these effects are relatively unknown. This study aimed to determine (1) how simulated motion affects motor task and neuromuscular performance over one hour of motion and (2) the time course of recovery from any decrements. The dependent variables that were measured included: reaction time; visuomotor accuracy tracking; maximal voluntary contractions; voluntary activation; evoked contractile properties and biceps brachii electromyography of the elbow flexors. Reaction times and error rates of the visuomotor accuracy tracking task were compromised in motion, but maximal force, voluntary activation, evoked contractile properties and rmsEMG responses of the biceps brachii were unaffected by motion. It is concluded that motion causes an increase in attention demands, which have a greater effect on motor task rather than neuromuscular performance.

Practitioner Summary: Minor delays or mistakes can separate life and death at sea. The safety and productivity of most vessels rely on error-free performance of motor tasks. This study demonstrates that human ability to perform motor tasks is compromised by ship motions and may aid in developing training and safety guidelines for seafarers.  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