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《Ergonomics》2012,55(12):1598-1616
Abstract

In a socio-technical work domain, humans, device interfaces and artefacts all affect transformations of information flow. Such transformations, which may involve a change of auditory to visual information & vice versa or alter semantic approximations into spatial proximities from instruments readings, are generally not restricted to solely human cognition. This paper applies a joint cognitive system approach to explore a socio-technical system. A systems ergonomics perspective is achieved by applying a multi-layered division to transformations of information between, and within, human and technical agents. The approach uses the Functional Resonance Analysis Method (FRAM), but abandons the traditional boundary between medium and agent in favour of accepting aircraft systems and artefacts as agents, with their own functional properties and relationships. The joint cognitive system perspective in developing the FRAM model allows an understanding of the effects of task and information propagation, and eventual distributed criticalities, taking advantage of the functional properties of the system, as described in a case study related to the cockpit environment of a DC-9 aircraft.

Practitioner Summary: This research presents the application of one systemic method to understand work systems and performance variability in relation to the transformation of information within a flight deck for a specific phase of flight. By using a joint cognitive systems approach both retrospective and prospective investigation of cockpit challenges will be better understood.

Abbreviations: ATC: air traffic control; ATCO: air traffic controller; ATM: air traffic management; CSE: cognitive systems engineering; DSA: distributed situation awareness; FMS: flight management system; FMV: FRAM model visualize; FRAM: functional resonance analysis method; GF: generalised function; GW: gross weight; HFACS: human factors analysis and classification system; JCS: joint cognitive systems; PF: pilot flying; PNF: pilot not flying; SA: situation awareness; SME: subject matter expert; STAMP: systems theoretic accident model and processes; VBA: visual basic for applications; WAD: work-as-done; WAI: work-as-imagined; ZFW: zero fuel weight  相似文献   

3.
This paper aims to contribute to a theory of integration within the field of information systems (IS) project management. Integration is a key IS project management issue when new systems are developed and implemented into an increasingly integrated information infrastructure in corporate and governmental organizations. Expanding the perspective of traditional project management research, we draw extensively on central insights from IS research. Building on socio-technical IS research and software engineering research, we suggest four generic patterns of integration: big bang, stakeholder integration, technical integration and socio-technical integration. We analyse and describe the advantages and disadvantages of each pattern. The four patterns are ideal types. To explore the forces and challenges in these patterns, three longitudinal case studies were conducted. In particular we investigate the management challenges for each pattern. We find that the patterns are context-sensitive and describe the different contexts where the patterns are applicable. For IS project management, the four integration patterns are a contribution to the management of integration risks – extending the vocabulary for assessing and mitigating these risks in IS development. For practitioners the four integration patterns represent an analytical framework to be used in planning modern IS development projects.  相似文献   

4.
Gezgin  Ulaş Başar 《AI & Society》2020,35(1):187-195
AI & SOCIETY - How a social science of big data would look like? In this article, we exemplify such a social science through a number of cases. We start our discussion with the epistemic...  相似文献   

5.
《Applied ergonomics》2014,45(3):747-756
The purpose of this study was to understand the cognitive processes underlying nurses' decision to interrupt other nurses. The Institute of Medicine (2000) reported that interruptions are likely contributors to medical errors. Unfortunately, the research to date has been quite homogenous, focusing only on the healthcare provider being interrupted, ignoring the true complexities of interruptions. This study took a socio-technical approach being the first to examine interruptions from the viewpoint of the interrupting nurse. Over 15 h of observations and 10 open-ended interviews with expert nurses in a Neuroscience Surgical Intensive Care Unit were conducted. It was found that nurses conduct a quick cost-benefit assessment to determine the interruptibility of other nurses and whether an interruption is value-added vs. non-value added. To complete the assessment, nurses consider several conditional factors related to the interruptee, the interrupter, and the nature of the interruption content, and different potential consequences of the interruption.  相似文献   

6.
Much of the research in educational technology with a primary concern over how technology enhances learning has been criticized as privileging the immediate learning settings over the other dimensions of learners’ social life and the wider social and economic contexts in which learning and technology are located. The ability to develop a rich understanding of learning and technology in various contexts requires careful use of theory that might enable ‘looking beyond learning’. To meet this need, this paper proposes the use of a critical realistic account of learning and technology, in particular Margaret Archer's ‘three orders of reality’ and ‘personal Identity’. Drawing on an empirical case study for illustration, the paper argues that such an approach offers a ‘way out’ to unpack the relationship between learning and technology through a deep exploration of the interrelationship between individual practices of learning, with or without technology, and the bigger picture of how learning intervenes in other dimensions of social life and how other contexts come into play in learning settings.  相似文献   

7.
Social presence is one of the most significant factors to examine in distance education. The impact of social presence on learning must be examined because of the prevalence of CMC (computer-mediated communication) in education. Many of the studies dealing with social presence on CMC have been done in standard educational settings and organizational settings. None of them have redefined social presence for CMC. This theory must be operationally understood and clearly defined before knowledgeable studies occur. The relationship between social presence and the social learning theory is also examined in this paper. Social interaction is fundamental to the explanation of this relationship. Social learning requires cognitive and environmental determinants. Social presence is required to enhance and foster on-line social interaction, which is the major vehicle of social learning.  相似文献   

8.
Samuel Ajila 《Software》1995,25(10):1155-1181
The maintenance of a software system requires a tool for impact analysis and the propagation of change. This paper presents a knowledge-based model for both. This model is generic because it is not based on any language or design method. Therefore, it can be applied on the basis of ‘problem’ to be solved. It also captures four life-cycle phases: requirement, specification, design and programming. We also provide a domain-specific view that allows the dependency analysis of fine-grain objects. Two kinds of dependencies are identified: inter-phase dependencies, these are dependency relations between the objects of the one phase and another; and intra-phase dependencies, these are dependency relations between the objects of the same phase. In order to validate this model, we also present a prototype based on two life-cycle phases: design and programming.  相似文献   

9.
The detailed analysis of team interactions can be a source of insight into team processes and how teams interact with technology. Video recordings afford an exciting medium for such analysis. We describe a study of team leadership in the highly dynamic, high-stakes environment of trauma resuscitation. The study was conducted through video recording team activities in actual work settings and analysing the video data using a grounded theory approach. The primary research questions were: what are the functions of team leadership and how do they vary according to task situations? A corpus of 152 video segments from 18 trauma patient resuscitation cases was compiled to address these research questions. A catalog of team leadership functions was developed, along with a categorisation of the task situations in which team leadership occurred. The implications of this catalog and the mapping between leadership and task situations are discussed in relation to the findings from an interview study and a survey study on team leadership. The methodological advantages of a grounded theory approach for in-context video analysis for studying work are also discussed.  相似文献   

10.
Journal of Intelligent Manufacturing - During the last five decades, manufacturing has radically changed not only due to the technology development but also because of the new market and...  相似文献   

11.
ABSTRACT

Understanding the way information systems grow and change over time and the role of different contributors in these processes is central to current research on software development and innovation. In relation to this, there is an ongoing discourse on how the attributes of software platforms influence who can innovate on top of them and the kind of innovations possible within the larger ecosystem of technologies and people these platforms are part of. This discourse has paid limited attention to innovation unfolding in the fringes of the ecosystems peripheral to and disconnected from where the central software components are developed and where the resources necessary for digital innovation are scarce. Drawing upon Zittrain’s characteristics of generativity and Lane’s concept of generative relationships, the key contribution of this paper is a socio-technical perspective on innovation and generativity in this setting. We build this perspective of socio-technical generativity based on a case study of software innovation activities in Malawi on top of the health information system software platform DHIS2 developed in Norway. This case illustrates how the technical attributes of the platform played a key role in concert with human relationships in shaping innovation activities in Malawi.  相似文献   

12.
This article presents a costs-benefits analysis of a macroergonomic intervention in a Brazilian footwear company. Comparing results of a pilot line (composed by 100 multiskilled workers organized in teams) with eight traditional lines (still working in a one human being/one task model) the intervention showed to be worth pursuing since achieved gains were higher than intervention costs: there was a reduction in human resource costs (80% reduction in industrial accidents, 100% reduction in work-related musculoskeletal disorders or WMSD, medical consultations and turnover, and a 45.65% reduction in absenteeism) and production improvement (productivity increased in 3% and production waste decrease to less than 1%). The net intervention value of the intervention was around U$ 430,000 with a benefit-to-cost ratio of 7.2. Moreover, employees who worked in the pilot line understood that their quality of work life improved, compensating the anxiety brought up by the radical changes implemented.  相似文献   

13.
The data-centric impetus and the development of online social networks has led to a significant amount of research that is nowadays more flexible in demonstrating several sociological hypotheses, such as the sentiment influence and transfer among users. Most of the works regarding sentiment classification usually consider text as unique source of information, do not taking into account that social networks are actually networked environments. To overcome this limitation, two main sociological theories should be accounted for addressing any sentiment analysis tasks: homophily and constructuralism. In this paper, we propose Approval Network as a novel graph representation to jointly model homophily and constructuralism, which is intended to better represent the contagion on social networks. To show the potentiality of the proposed representation, two novel sentiment analysis models have been proposed. The first one, related to user-level polarity classification, is approached by presenting a semi-supervised framework grounded on a Markov-based probabilistic model. The second task, aimed at simultaneously extracting aspects and sentiment at message level, is addressed by proposing a novel fully unsupervised generative model. The experimental results show that the proposes sentiment analysis models grounded on Approval Networks are able to outperform not only the traditional models where the relationships are disregarded, but also those computational approaches based on traditional friendship connections.  相似文献   

14.
This paper takes a cross-disciplinary view of the ontology of “business process”: how the concept is treated in the IS research literature and how related concepts (with stronger human behavioural orientation) from organisation and management sciences can potentially inform this IS perspective. In particular, is there room for socio-technical concepts such as technology affordance, derived from the constructivist tradition, in improving our understanding of operational business processes, particularly human-centric business processes? The paper presents a theoretical framework for understanding the role of business processes in organisational agility that distinguishes between the process-as-designed and the process-as-practiced. How this practice aspect of business processes also leads to the improvisation of various information technology enablers, is explored using a socio-technical lens. The posited theoretical framework is illustrated and validated with data drawn from an interpretive empirical case study of a large IT services company. The research suggests that processes within the organisation evolve both by top-down design and by the bottom-up routinisation of practice and that the tension between these is driven by the need for flexibility.  相似文献   

15.
The universal accessibility concept is usually formulated in terms that ignore the socioeconomic and sociopolitical contexts. Therefore, it has impact only on a small fraction of the global population of people with disabilities. This issue raises the need for a comprehensive approach that takes into account issues related to literacy, availability of technology, digital literacy, the use of minority languages, etc.  相似文献   

16.
While most schemes that support information sharing on computers rely on formal protocols, in practice much cooperative work takes place using informal means of communication, even chance encounters. This paper proposes a new method of enabling information sharing in loosely-coupled socially-organized systems, typically involving personal rather than institutional computers and lacking the network infrastructure that is generally taken for granted in distributed computing. It is based on the idea of arranging for information transmission to take place as an unobtrusive side-effect of interpersonal communication. Update conflicts are avoided by an information ownership scheme. Under mild assumptions, we show how the distributed database satisfies the property of observational consistency.The new idea, called “Liveware”, is not so much a specific piece of technology as a fresh perspective on information sharing that stimulates new ways of solving old problems. Being general, it transcends particular distribution technologies. A prototype database, implemented in HyperCard and taking the form of an electronic directory, utilizes the medium of floppy disk to spread information in a (benign!) virus-like manner.  相似文献   

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This paper studies the allocation of discrete resources among multiple agents from a preference theory perspective. More specifically, the paper explores the process of decision making where:
(a)  information is obtained about the preference profiles of each agent
(b)  the information acquired is then used as a basis for finding a socially optimal resource allocation, and
(c)  the costs involved in acquiring information are considered as an integral part of the process.
  相似文献   

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In recent years, social games such as ‘Farmville’ and ‘Pokémon Go’ have become a major game type in the gaming industry. This study examines the importance of different factors in social games using the Technology Acceptance Model (TAM) and DEMATEL. The result shows ‘social norm’ as the most important factor overall. It is also found that ‘pleasure’ and ‘sociability’ are the most important aspects in ‘perceived enjoyment’. Regarding key aspects in each factor, ‘flow experience’ is crucial in ‘perceived attractiveness’, ‘game fairness’ largely influential in ‘social norm’, and ‘reputation of platform and service provider’ a decisive aspect in ‘platform service and corporate image’. These findings and analyses are apt references for social game providers to improve their services.  相似文献   

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