共查询到20条相似文献,搜索用时 31 毫秒
1.
《Behaviour & Information Technology》2012,31(3):303-309
Abstract The design of keyboards is still characterized by that of mechanical typewriters. This paper presents a summary of a research project dealing with the ergonomic improvement of keyboards, carried out at the IAO in Stuttgart during the past five years. Extensive laboratory evaluation of experimental keyboards, where different design parameters were tested under real life conditions, have produced a relative optimum regarding ergonomic keyboard design. An accompanying investigation of user acceptance evaluated all realized parameters. In co-operation with a keyboard manufacturer, the results were used to design a marketable product, which may be seen as an important contribution to ergonomic keyboard design. 相似文献
2.
Collaborative robotics is a possible solution to the problem of musculoskeletal disorders (MSDs) in industry, but efficiently designing such robots remains an issue because ergonomic assessment tools are ill-adapted to such devices. This paper presents a generic method for performing detailed ergonomic assessments of co-manipulation activities and its application to the optimal design of collaborative robots. Multiple ergonomic indicators are defined to estimate the different biomechanical demands which occur during manual activities. For any given activity, these indicators are measured through dynamic virtual human simulations, for varying human and robot features. Sensitivity indices are thereby computed to quantify the influence of each parameter of the robot and identify those which should mainly be modified to enhance the ergonomic performance. The sensitivity analysis also allows to extract the indicators which best summarize the overall ergonomic performance of the activity. An evolutionary algorithm is then used to optimize the influential parameters of the robot with respect to the most informative ergonomic indicators, in order to generate an efficient robot design. The whole method is applied to the optimization of a robot morphology for assisting a drilling activity. The performances of the resulting robots confirm the relevance of the proposed approach. 相似文献
3.
The use of collaborative virtual environments in e-learning is one of the most promising uses of virtual reality technology. While much research has been done in the area of networked virtual environments corresponding to the sharing of events, very little research has been done on specific services and functionality. However both the requirements and the kind of the offered services affect significantly the design of a system. In this paper we present the design and implementation of a platform suitable for educational virtual environments, which are collaborative virtual environments aiming at offering collaborative e-learning services to the users. Apart from the platform itself, we present the technological choices, and a new method for sharing virtual environments. Furthermore, we present an e-learning environment to support e-learning services using collaborative virtual environments from both the technical and functional point of view, along with the end-user evaluation results.
相似文献
C. BourasEmail: |
4.
5.
《Ergonomics》2012,55(12):1696-1720
AbstractAnthropometry is a key element of ergonomic studies for addressing the problem of fitting the tasks/products to user characteristics, but there is a gap between anthropometric data and their application for designing ergonomic products and environments. This research was conducted to review the literature on the methodology and applications of anthropometry for the ergonomic design of products and environments, and to identify where further research is needed to improve its application and evaluation protocols. One hundred and sixteen papers meeting the inclusion criteria were reviewed. Although a number of anthropometric investigations have been conducted to improve the design of products/environments for different users, further research seems to be necessary, particularly for special groups, such as children, the elderly and people with disabilities. Different anthropometric measurement methods/techniques and fitting criteria are discussed regarding their applicability for various design applications. This review also highlights methodological issues (sampling considerations and prototype evaluation and testing) that should be considered in future research to ensure a user-centred approach of the design process.Practitioner Summary: A literature review was conducted on the methodology and applications of anthropometry for the ergonomic design of products/environments. This review emphasises the need for anthropometric research to design for special groups, such as children, the elderly and people with disabilities, and methodological issues that should be considered in future research.Abbreviations: 1D: one-dimensional; 2D: two-dimensional; 3D: three-dimensional; HF/E: Human Factors/Ergonomics; PCA: Principal Components Analysis; CA: Cluster Analysis; DHM: Digital Human Modelling 相似文献
6.
Bo HuLiang Ma Wei Zhang Gavriel SalvendyDamien Chablat Fouad Bennis 《International Journal of Industrial Ergonomics》2011,41(1):64-71
Virtual reality techniques have been increasingly used for ergonomic applications. However, it is always important to know whether the results obtained in a virtual environment (VE) are representative of a real environment (RE) ones. This paper presents our preliminary experimental results on the relationship between ergonomic measurements in VE and RE for some typical “drilling” tasks. The same tasks were carried out by thirty male manufacturing factory workers in both VE and RE. Five evaluation indices - three objective (elbow angle, maximum force capacity reduction, and task completion time) and two subjective (BPD - Body Part Discomfort and RPE - Rated Perceived Exertion) - were used to evaluate the similarities between VE and RE for the selected “drilling” tasks. Four of these indices (all except elbow angle) were significantly higher (p < 0.05) in VE than in RE, which indicates that subjects experienced more discomfort and grew fatigued more quickly in VE. However, linear correlations (Pearson’s rho: 0.635-0.807) between VE and RE were found for two of the five indices (BPD and maximum force capacity reduction).
Relevance to industry
Using digital mock-ups and virtual reality simulations, industrial work activities can be evaluated to identify potential ergonomic problems during an early design stage, which reduces design time and costs, increases quality and improves customer satisfaction. A validated linear relationship can provide a reference for work design in virtual reality. 相似文献7.
《Behaviour & Information Technology》2012,31(3):369-379
Abstract This research has been carried out in order to verify in the field the exigencies yielded by a particular task and report indications for the ergonomic optimization of the relevant workstation. The task under examination was software design executed by 127 subjects in different environments. The steps in which this research was carried out were as follows: analysis of the task; analysis of subjects; analysis of the workstation and environment; and observations on 24 subjects representative of the population. The observations were in order to discover the level of posture variability and establish the physical parameters to be optimized. Results show that, for the activity examined, the heaviest restrictions imposed by the hardware refer to the eye-screen distance, head movement and curvature of the trunk. Therefore, the physical parameters to be optimized are height, width and depth of the table, and height and design of the chair. 相似文献
8.
Three-dimensional virtual worlds are potentially feasible for building virtual educational environments. However, educators face technical challenges to apply these technologies because creating virtual educational environments based on virtual worlds demands 3D modeling and programming skills. This paper proposes a method to lower the technical barriers through domain-oriented interfaces with languages and environments that are familiar to educators. A domain-oriented end-user design environment, iVirtualWorld, is designed and developed to implement the proposed method in a specific educational domain, namely introductory chemistry experiments. This web-based environment provides end-users with domain-oriented building blocks, which can be assembled to create 3D virtual chemistry experiments. A usability evaluation and a comparative case study are designed to evaluate the system among chemistry educators, who are the target audience. The usability evaluation contains a task requiring participants to create a 3D virtual chemistry experiment and a voluntary semi-structured interview. The case study compares a virtual experiment generated using iVirtualWorld with an experiment in a commercial virtual chemistry laboratory system. The results show that 1) the domain-oriented end-user design environment enables participants to generate the 3D virtual chemistry experiment within 30 min; 2) participants gain confidence on creating 3D virtual experiments by themselves using iVirtualWorld; 3) participants confirm the usefulness of applying the system in introductory chemistry education; and 4) iVirtualWorld is considered more intuitive and straightforward for students to focus on finishing the experiment without being distracted than the commercial virtual chemistry laboratory system. Areas that can benefit from the system most and areas where the system is less effective are identified by participants. The responses also reveal the limitations of the current system and suggest directions for future improvement. 相似文献
9.
In this paper the authors discuss the modelling and design of an augmented reality platform for disabled wheeled mobility studies. This design consists of a virtual environment with two degrees of freedom motion platform and integrated ground contact force feedback. Differential drive mobility users continue to be in touch with reality on their own mobility aid while interacting with virtual objects. The major domain related to the differential drive mobility of the disabled members of society which coincides with the use of manual wheelchairs, electric wheelchairs and mobility scooters. In order to account for environmental and dynamic effects, the wheeled mobility user needs to map the intended trajectory into the virtual world. Motion and inertia force feedback produced on the augmented simulator give the users a haptic sensory stimulus input regarding spatial movement and ground contact forces. The main objective is to model and design an augmented reality platform with real world kinematic and dynamic properties to place a wheeled mobility user closer to real world encounters. The use of the designed augmented reality platform will be beneficial to disabled wheeled mobility users in need of occupational therapist training and evaluation. 相似文献
10.
An understanding of human factors and ergonomics facilitates the design of artefacts, tasks and environments that fulfil their users’ physical and cognitive requirements. Research in these fields furthers the goal of efficiently accommodating the desired percentage of user populations through enhanced awareness and modelling of human variability. Design for sustainability (DfS) allows for these concepts to be leveraged in the broader context of designing to minimise negative impacts on the environment. This paper focuses on anthropometry and proposes three ways in which its consideration is relevant to DfS: reducing raw material consumption, increasing usage lifetimes and ethical human resource considerations. This is demonstrated through the application of anthropometry synthesis, virtual fitting, and sizing and adjustability allocation methods in the design of an industrial workstation seat for use in five distinct global populations. This work highlights the importance of and opportunities for using ergonomic design principles in DfS efforts. Practitioner Summary: This research demonstrates the relevance of some anthropometry-based ergonomics concepts to the field of design for sustainability. A global design case study leverages human variability considerations in furthering three sustainable design goals: reducing raw material consumption, increasing usage lifetimes and incorporating ethical human resource considerations in design. 相似文献
11.
Kihyo Jung Ochae Kwon Heecheon You 《International Journal of Industrial Ergonomics》2009,39(5):744-748
A group of digital human models (DHMs) representing the target population under consideration is used to design products and workplaces in virtual environment. The present study proposes a two-step method which generates a group of DHMs in various sizes to properly accommodate the designated level of the human size variability of the target population. In the first step, a designated number of pairs of stature and weight within a specified accommodation range are generated from the bivariate normal distribution of stature and weight of the target population. In the second step, for each pair of stature and weight, the sizes of the DHM body segments are determined using hierarchical regression models and corresponding prediction distributions of individual values. The proposed generation method was applied to the 1988 US Army anthropometric survey data and then implemented to a web-based system for passenger car interior design. This web-based generation system is capable of generating a group of DHMs as nationality, gender, accommodation percentage, and the number of DHMs required is specified.
Relevance to industry
A digital human simulation system has been used as an effective tool for ergonomic design and evaluation of products and workplaces in virtual environment. The human model generation method proposed in the present study is of use to efficiently generate a group of human models representing the target population. 相似文献12.
This study introduces a high‐fidelity tactile feedback mechanism to capture ergonomics attributes of users inside virtual product development cycle. The research question posed regards whether the tactile feedback mechanism in virtual experiment proposes high fidelity of ergonomics results when compared to physical experiment outcomes. This question was evaluated through an objective and a subjective study. Objective study was composed of an ergonomics product assessment experiment, where two different cart designs (a commercial cart and a prototype model) were evaluated for ergonomic adequacy (L4/L5 compression forces). Subjective evaluation was consisted of a questionnaire to assess subjects' preferences regarding which cart model they preferred in three different design categories; maneuverability, accessibility, and ergonomics. Results showed that tactile feedback mechanism was able to replicate the physical test conditions in virtual environment with high fidelity, and prototype cart model received higher mean ratings when compared to commercial cart model in each design category. 相似文献
13.
C. Ardito M. F. Costabile A. De Angeli F. Pittarello 《Multimedia Tools and Applications》2007,33(2):201-216
The concept of Interaction Locus (IL) has been introduced to help the users to orient, navigate, and identify relevant interaction
areas in 3D Virtual Environments (VEs). The IL is a multimodal concept: it adds to the 3D visual scene parallel information
channels that are perceived by other senses. In particular, the IL emphasizes the role of music as a navigation aid in a VE.
This paper reports three user-evaluations of different IL enriched virtual worlds, and in particular of the role of the IL
auditory component. Results suggest that audio in 3D plays not only an aesthetic role, which the users greatly appreciate,
but also a functional role simplifying navigation and helping the users to recognise scenes in the environment. Such a functional
role however is subordinated to a proper understanding of the link between music and virtual space. While these experiments
refer to desktop virtual reality environments, their findings are general enough to inform the design of navigational tools
for other segments of the mixed reality domain.
相似文献
F. PittarelloEmail: |
14.
The objective of this study was to explore the role of objects in integrating ergonomic knowledge in engineering design processes. An engineering design case was analyzed using the theoretical concepts of boundary objects and intermediary objects: Boundary objects facilitate collaboration between different knowledge domains, while the aim of an intermediary object is to circulate knowledge and thus produce a distant effect. Adjustable layout drawings served as boundary objects and had a positive impact on the dialog between an ergonomist and designers. An ergonomic guideline document was identified as an intermediary object. However, when the ergonomic guidelines were circulated in the design process, only some of the guidelines were transferred to the design of the sterile processing plant. Based on these findings, recommendations for working with objects in design processes are included. 相似文献
15.
针对智能家居场景中会话智能体的主动交互设计策略,从决策权与沟通方式出发
对主动性的特征进行讨论,并在此基础上构建4 种主动风格(直率的建议者、直率的决策者、委
婉的建议者、委婉的决策者)。通过“绿野仙踪”实验方法探究用户的性别、年龄、使用经验以及
居住状态对主动风格偏好的影响,得出以下结果:①经验用户认为“建议者”风格比“决策者”风
格更满意;家庭用户认为“建议者”风格比“决策者”风格更舒适;②“直率”的沟通方式在满意度
和舒适度方面均优于“委婉”的沟通方式。实验验证了:①用户智能家居产品的使用经验及其居
住状态会显著影响其对会话智能体主动风格的偏好;②智能家居场景下,会话智能体的沟通效
率比礼貌更重要。 相似文献
16.
《Behaviour & Information Technology》2012,31(4):319-327
Abstract The office is a major target for the suppliers of computer systems but it is rather more than the ‘paperwork factory’ of the advertisements. Various items of ‘new’ technology promise all manner of benefits from electronic filing to video conferencing. However, many of the components of the advanced office system are similar to the displays, keyboards, printers, black boxes and wiring of traditional computing and bring with them the same ergonomic problems for the users when they interact with the office environment. Solving these problems involves taking a systems approach to the office. A key concept is the system life cycle and in this paper eight ergonomics inputs relevant to the different stages of office-system design are identified. 相似文献
17.
《Behaviour & Information Technology》2012,31(6):435-446
As current virtual environments are less visually rich than real-world environments, careful consideration must be given to their design to ameliorate the lack of visual cues. One important design criterion in this respect is to make certain that adequate navigational cues are incorporated into complex virtual worlds. In this paper we show that adding 3D spatialized sound to a virtual environment can help people navigate through it. We conducted an experiment to determine if the incorporation of 3D sound (a) helps people find specific locations in the environment, and (b) influences the extent to which people acquire spatial knowledge about their environment. Our results show that the addition of 3D sound did reduce time taken to locate objects in a complex environment. However, the addition of sound did not increase the amount of spatial knowledge users were able to acquire. In fact, the addition of 3D auditory sound cues appears to suppress the development of overall spatial knowledge of the virtual environment. 相似文献
18.
Ifan D. H. Shepherd Iestyn D. Bleasdale-Shepherd 《Universal Access in the Information Society》2011,10(3):319-336
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal
design frameworks applied ab initio to the development of new software. This approach, design-by-adaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations
where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example
of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces
may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic
environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame
technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction
methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis
extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have
been implemented in a prototype VGE for formal evaluation. 相似文献
19.
E-learning systems have gone through a radical change from the initial text-based environments to more stimulating multimedia
systems. Such systems are Collaborative Virtual Environments, which could be used in order to support collaborative e-learning
scenarios. The main aim of this paper is to aid educational designers in selecting, designing and evaluating three dimensional
collaborative virtual environments in order to gain the pedagogical benefits of Computer Supported Collaborative Learning.
Therefore, this paper initially discusses the potential of three dimensional networked virtual environments for supporting
collaborative learning. Furthermore, based on a two-step platform selection process this paper (a) presents and compares three
dimensional multi-user virtual environments for supporting collaborative learning and (b) validates the most promising solution
against a set of design principles for educational virtual environments. According to these principles, an educational environment
has been implemented on top of the selected platform in order to support collaborative e-learning scenarios. The design of
this environment is also presented. In addition, this paper presents the results of three small scale studies carried out
in a tertiary education department, to assess the educational environment. This environment has been evaluated based on a
hybrid evaluation methodology for uncovering usability problems, collecting further requirements for additional functionality
to support collaborative virtual learning environments, and determining the appropriateness of different kinds of learning
scenarios.
相似文献
A. PomportsisEmail: |
20.
This paper introduces a generic model for interactive design of constructed facilities. The proposed methodology synthesizes structural problem parameters and conditions in terms of load environment, structural properties, and function of the structure into a hierarchy of possible failure modes. Design evaluations are made in terms of this behavior hierarchy. The user has a high degree of control over the design process and may move at will to any of the design tasks. The model provides a direct link between the system user and the design evaluations during the evaluation/design process. 相似文献