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1.
Sensors (Basel) ; 23(6)2023 Mar 08.
Artigo em Inglês | MEDLINE | ID: mdl-36991630

RESUMO

In recent years, affective computing has emerged as a promising approach to studying user experience, replacing subjective methods that rely on participants' self-evaluation. Affective computing uses biometrics to recognize people's emotional states as they interact with a product. However, the cost of medical-grade biofeedback systems is prohibitive for researchers with limited budgets. An alternative solution is to use consumer-grade devices, which are more affordable. However, these devices require proprietary software to collect data, complicating data processing, synchronization, and integration. Additionally, researchers need multiple computers to control the biofeedback system, increasing equipment costs and complexity. To address these challenges, we developed a low-cost biofeedback platform using inexpensive hardware and open-source libraries. Our software can serve as a system development kit for future studies. We conducted a simple experiment with one participant to validate the platform's effectiveness, using one baseline and two tasks that elicited distinct responses. Our low-cost biofeedback platform provides a reference architecture for researchers with limited budgets who wish to incorporate biometrics into their studies. This platform can be used to develop affective computing models in various domains, including ergonomics, human factors engineering, user experience, human behavioral studies, and human-robot interaction.


Assuntos
Projetos de Pesquisa , Software , Humanos , Computadores , Biometria , Biorretroalimentação Psicológica
2.
Artigo em Inglês | MEDLINE | ID: mdl-36833899

RESUMO

It is ubiquitous that food delivery riders do not have unlimited periods of time for deliberation to make decisions. Time pressure plays a significant role in decision-making processes. This study investigated how time pressure affected risk preference and outcome evaluation through behavioral and electrophysiological responses during decision-making. Participants finished a simple gambling task under three different time constraint conditions (high/medium/low). Behavioral and event-related potentials (ERPs) data were recorded during the experiment. The results showed that the decision time of people was shorter under high time pressure than under medium and low time pressures. People tend to make more risky choices when under high time pressure. The feedback-related negativity (FRN) amplitude was smaller in the high time pressure than in medium and low time pressure conditions. These findings provided evidence that time pressure has an impact on the risk decision-making process.


Assuntos
Eletroencefalografia , Jogo de Azar , Humanos , Tomada de Decisões/fisiologia , Potenciais Evocados/fisiologia , Retroalimentação
3.
Sci Rep ; 12(1): 20100, 2022 11 22.
Artigo em Inglês | MEDLINE | ID: mdl-36418905

RESUMO

Due to the increased utilization of stereoscopic displays, the scope of the vergence-accommodation conflict has been studied extensively to reveal how the human visual system operates. The purpose of this work was to study the phenomenon of vergence-accommodation conflict by comparing the theoretical eye vergence angle (vergence response) and gaze-based eye vergence angle (vergence stimulus) based on eye tracker gaze data. The results indicated that the gaze-based eye vergence angle was largest at the greatest parallax. The result also revealed that the eye vergence angle accuracy was significantly highest at the nearest parallax. Generally, accuracy improves when virtual objects are put in the middle and close to participants' positions. Moreover, the signed error decreases significantly when the virtual object is in the middle. Based on the results of this study, we can gain a greater understanding of the vergence-accommodation conflict in the stereoscopic environment.


Assuntos
Acomodação Ocular , Percepção de Profundidade , Humanos , Percepção de Profundidade/fisiologia , Fixação Ocular
4.
Sci Rep ; 12(1): 10695, 2022 06 23.
Artigo em Inglês | MEDLINE | ID: mdl-35739292

RESUMO

Mental fatigue is a common phenomenon in modern people, especially after a long period of mental work. Individuals frequently have to make critical decisions when in a mentally fatigued state. As an important and complex cognitive function, risk decision-making might be influenced by mental fatigue, which is consequent with increased distraction and poor information processing. However, how mental fatigue shapes individuals' decision-making remains relatively unclear. The purpose of this study was to examine the effect of mental fatigue on risk decision-making performance and risk-preference in a simple gambling task, using both behavioral methods and event-related potential techniques. Forty young adults were divided into a mental fatigue group and a no-fatigue group and participated in the experiments. Results showed that individuals with mental fatigue tended to be more risk-averse than those without fatigue when facing risk options. The P300 amplitudes were smaller and FRN amplitudes were larger in the mental fatigue group than in the no-fatigue group. These findings provide insight into a relationship between mental fatigue and risk decision-making, from the perspective of the neurological mechanism.


Assuntos
Tomada de Decisões , Jogo de Azar , Eletroencefalografia/métodos , Potenciais Evocados , Retroalimentação , Humanos , Fadiga Mental , Adulto Jovem
5.
Appl Ergon ; 89: 103215, 2020 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-32791347

RESUMO

This research aimed to develop a comprehensive evaluation of the mobile user interface abilities of the elderly so that technology can be designed to meet individualized needs. A total of 135 older adults were evaluated with the developed system, the Elderly Mobile User Interface Ability Evaluation System (EMUIAES). The prediction of age and the use of technology on elderly mobile interface usage were investigated based on the findings of the evaluation. The relationship between performance on Fitts' task and elderly mobile user interface ability (EMUIA) was also examined. The findings showed a strong effect of age on the elderly's use of mobile user interfaces. Previous experience with personal and tablet computers also contributed to the use of mobile user interfaces. In addition, this research demonstrated the application of Fitts' law to describe the elderly mobile user interface behaviors, particularly for tasks involving fast tapping and pointing. The EMUIAES can provide future researchers and designers a comprehensive tool to describe the elderly's diverse behaviors and changes in their ability to use mobile interfaces. Individualized interface designs for elderly users can be developed based on these findings to improve the elderly users' experiences of using technology.


Assuntos
Computadores de Mão , Ergonomia/métodos , Avaliação Geriátrica , Interface Usuário-Computador , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino
6.
J Biomed Inform ; 107: 103457, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-32470695

RESUMO

PURPOSE: As the population ages, so do the potential users of technology, and older adults' behaviors when using mobile device interfaces are becoming increasingly important. A representative model for detecting older adults' behaviors and performance on the use of mobile device interfaces is needed to provide individualized designs. This research aimed to investigate the applicability of the broadly used model of Fitts' law to detect the progressive changes in the use of mobile device interfaces in older adults. The effect of experience with using technology on performance on a Fitts task was also examined. METHOD: A sample of 135 older adults was recruited to test the application of Fitts' model to the use of technology by older adult users. Each participant was asked to finish tasks at 9 levels of difficulty, from easy to difficult, in a multidirectional tapping task. Analysis of variance was employed to examine the effect of age on performance on the Fitts task, movement time, and the standard deviation of movement time. Stepwise regression was used to investigate how well age and technology use could predict performance on the Fitts task. RESULT: Performance on the Fitts task was sensitive to the gradual changes in abilities with aging. Rather than the amount of experience in using technology, age was the stronger predictor of older adults' performance on the Fitts task. Additionally, compared with the younger groups, the users above 80 years old demonstrated significantly higher behavioral variation during the use of mobile device interfaces. CONCLUSION: This research confirmed that Fitts' law is applicable to the evaluation of the effects of aging on the use of mobile device interfaces. Adults above the age of 80 years should be a major focus for special individualized interface design. This finding can inform future designers and researchers in the development of individualized interface designs for older adult users to enhance their user experiences of mobile device technology. RELEVANCE TO INDUSTRY: Future designers and researchers can apply the finding on Fitts' law in this research to develop user-friendly interface designs for mobile technology for older adults and thereby improve their user experiences to enhance their independence and quality of life through the use of technology.


Assuntos
Movimento , Qualidade de Vida , Idoso , Envelhecimento , Computadores de Mão , Humanos , Recém-Nascido , Desempenho Psicomotor
7.
PLoS One ; 14(9): e0222751, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31545829

RESUMO

This experiment investigated the accuracy of distance judgment and perception of the frontal extent in a stereoscopic environment. Eight virtual targets were projected in a circular arrangement with two center-to-center target distances (18 cm and 36 cm) and three target sizes (0.6 cm, 1.5 cm, and 3.7 cm). Fourteen participants judged the positions of virtual targets presented at a distance of 90 cm from them by employing two different interaction techniques: the direct selection technique and the virtual cursor technique. The results showed overall higher accuracy with the virtual cursor technique than with the direct selection technique. It was also found that the target size significantly affected the frontal extent accuracy. In addition, significant interactions between technique and center-to-center target distance were observed. The direct selection technique was more accurate at the 18 cm center-to-center target distance along the horizontal (x) and vertical (y) axes, while the virtual cursor technique was more accurate for the 36 cm center-to-center target distance along the y axis. During the direct selection, estimations tended to converge to the center of the virtual space; however, this convergence was not observed in the virtual cursor condition. The accuracy of pointing estimations suffered on the left side of participants. These findings could provide direction for virtual reality developers in selecting proper interaction techniques and appropriately positioning virtual targets in stereoscopic environments.


Assuntos
Julgamento/fisiologia , Desempenho Psicomotor/fisiologia , Interface Usuário-Computador , Realidade Virtual , Adulto , Algoritmos , Feminino , Humanos , Masculino , Estimulação Luminosa , Tempo de Reação/fisiologia , Adulto Jovem
8.
Ergonomics ; 62(1): 76-87, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30235062

RESUMO

Effective interactions in both real and stereoscopic environments require accurate perceptions of size and position. This study investigated the effects of parallax and interpupillary distance (IPD) on size perception of virtual objects in widescreen stereoscopic environments. Twelve participants viewed virtual spherical targets displayed at seven different depth positions, based on seven parallax levels. A perceptual matching task using five circular plates of different sizes was used to report the size judgment. The results indicated that the virtual objects were perceived as larger and smaller than the corresponding theoretical sizes, respectively, in negative and positive parallaxes. Similarly, the estimates from participants with small IPDs were greater than the predicted estimates. The findings of this study are used to explain human factor issues such as the phenomenon of inaccurate depth judgments in virtual environments, where compression is widely reported, especially at farther egocentric distances. Furthermore, a multiple regression model was developed to describe how the size was affected by parallax and IPD. Practitioner Summary: The study investigates the effects of parallax and interpupillary distance on size perception of virtual targets in a stereoscopic environment. Virtual objects were perceived as larger in negative and smaller in positive parallax. Also, size estimates were greater than the theoretical sizes for participants with smaller IPD. A multiple-regression model explains the impact of parallax and measured IPD. Abbreviations IPD interpupillary distance VR virtual eality HMD head mounted-displays 2AFC two-alternative forced choice IOD interocular distance PD pupillary distance ANOVA analysis of variance.


Assuntos
Percepção de Profundidade/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Pupila/fisiologia , Percepção de Tamanho/fisiologia , Disparidade Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Estimulação Luminosa , Interface Usuário-Computador , Realidade Virtual , Adulto Jovem
9.
Appl Ergon ; 69: 10-16, 2018 May.
Artigo em Inglês | MEDLINE | ID: mdl-29477316

RESUMO

The promising technology of stereoscopic displays is interesting to explore because 3D virtual applications are widely known. Thus, this study investigated the effect of parallax on eye fixation in stereoscopic displays. The experiment was conducted in three different levels of parallax, in which virtual balls were projected at the screen, at 20 cm and 50 cm in front the screen. The two important findings of this study are that parallax has significant effects on fixation duration, time to first fixation, number of fixations, and accuracy. The participant had more accurate fixations, fewer fixations, shorter fixation durations, and shorter times to first fixation when the virtual ball was projected at the screen than when it was projected at the other two levels of parallax.


Assuntos
Terminais de Computador , Percepção de Profundidade , Fixação Ocular/fisiologia , Disparidade Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Fatores de Tempo , Adulto Jovem
10.
Hum Mov Sci ; 57: 21-31, 2018 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-29132076

RESUMO

This work investigated the effects of visual information, parallax, and target positions on movement performances in projection-based stereoscopic displays (PSDs). Fifteen (26.5 ±â€¯3.83 years) self-declared right-handed individuals, with normal or corrected to normal visual acuity, completed pointing tasks in stereoscopic and real environments (RE). Three-dimensional spatial data, recorded by a motion system composed of six infrared cameras, was used to compute kinematics of reaching a real/virtual object at a combination of three parallax and nine frontal planar positions. The results indicated that movement in the PSD was slower and needed longer confirmation time than that in the RE. This might be because of the difficulty and misperception of distance associated with PSD. The motions were initiated faster but took longer to complete in vision-based conditions. The overall kinematic parameters were better as targets were presented closer to participants and around the center of displays. However, during pointing at a target that was continuously visible or presented briefly and disappeared, participants applied similar movement strategies to approach the visual objects. The comparable kinematics and movement behaviors in stereoscopic displays encourage the use of direct pointing that would enhance reaching and grasping tasks - which are important in applications such as rehabilitation, surgical training, and other programs that employ upper limbs. In addition, the more natural interaction by direct pointing minimizes the effort of learning new skills to use other devices.


Assuntos
Força da Mão/fisiologia , Mãos/fisiologia , Movimento , Desempenho Psicomotor , Adulto , Fenômenos Biomecânicos , Feminino , Humanos , Masculino , Memória , Tempo de Reação , Reabilitação , Extremidade Superior , Adulto Jovem
11.
J Eye Mov Res ; 11(6)2018 Nov 20.
Artigo em Inglês | MEDLINE | ID: mdl-33828713

RESUMO

The current study applied Structural Equation Modeling (SEM) to analyze the rela-tionship among index of difficulty (ID) and parallax on eye gaze movement time (EMT), fixation duration (FD), time to first fixation (TFF), number of fixation (NF), and eye gaze accuracy (AC) simultaneously. EMT, FD, TFF, NF, and AC were measured in the projec-tion-based stereoscopic display by utilizing Tobii eye tracker system. Ten participants were recruited to perform multi-directional tapping task using within-subject design with three different levels of parallax and six different levels of ID. SEM proved that ID had significant direct effects on EMT, NF, and FD also a significant indirect effect on NF. However, ID was found not a strong predictor for AC. SEM also proved that parallax had significant direct effects on EMT, NF, FD, TFF, and AC. Apart from the direct effect, parallax also had significant indirect effects on NF and AC. Regarding the interrelation-ship among dependent variables, there were significant indirect effects of FD and TFF on AC. Our results concluded that higher AC was achieved by lowering parallax (at the screen), longer EMT, higher NF, longer FD, and longer TFF. Practitioner Summary: The SEM could provide valuable theoretical foundations of the interrelationship among eye movement parameters for VR researchers and human-virtual-reality interface developers especially for predicting eye gaze accuracy.

12.
Surg Innov ; 24(2): 162-170, 2017 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-28190372

RESUMO

INTRODUCTION: This research investigated differences in the effects of a state-of-art stereoscopic 3-dimensional (3D) display and a traditional 2-dimensional (2D) display in simulated laparoscopic surgery over a longer duration than in previous publications and studied the learning effects of the 2 display systems on novices. METHODS: A randomized experiment with 2 factors, image dimensions and image sequence, was conducted to investigate differences in the mean movement time, the mean error frequency, NASA-TLX cognitive workload, and visual fatigue in pegboard and circle-tracing tasks. RESULTS: The stereoscopic 3D display had advantages in mean movement time ( P < .001 and P = .002) and mean error frequency ( P = .010 and P = .008) in both the tasks. There were no significant differences in the objective visual fatigue ( P = .729 and P = .422) and in the NASA-TLX ( P = .605 and P = .937) cognitive workload between the 3D and the 2D displays on both the tasks. For the learning effect, participants who used the stereoscopic 3D display first had shorter mean movement time in the 2D display environment on both the pegboard ( P = .011) and the circle-tracing ( P = .017) tasks. CONCLUSIONS: The results of this research suggest that a stereoscopic system would not result in higher objective visual fatigue and cognitive workload than a 2D system, and it might reduce the performance time and increase the precision of surgical operations. In addition, learning efficiency of the stereoscopic system on the novices in this study demonstrated its value for training and education in laparoscopic surgery.


Assuntos
Imageamento Tridimensional/métodos , Laparoscopia/educação , Laparoscopia/métodos , Cirurgia Assistida por Computador/métodos , Adulto , Simulação por Computador , Percepção de Profundidade , Ergonomia , Feminino , Humanos , Laparoscopia/estatística & dados numéricos , Masculino , Distribuição Aleatória , Inquéritos e Questionários , Análise e Desempenho de Tarefas , Adulto Jovem
13.
Ind Health ; 55(1): 27-34, 2017 Feb 07.
Artigo em Inglês | MEDLINE | ID: mdl-27383532

RESUMO

The objectives of this study were to evaluate how lifting capacity and subjective preferences are affected by different lifting speeds. The maximum lifting capacity of lift was determined with three independent variables, lifting speed, lifting technique, and lifting height. Questionnaires were evaluated after the experiment by the participants for the lifting speed preferences. This study found that the lifting speed was a significant factor in the lifting capacity (p<0.001); and the lifting height (p<0.001) and the interaction of lifting speed and lifting height (p=0.005) affected the lifting capacity significantly. The maximal lifting capacity was achieved around the optimal speed that was neither too fast nor too slow. Moreover, the participants' preferred lifting speeds were consistently close to the optimal lifting speed. The results showed that the common lifting practice guideline to lift slowly might make the worker unable to generate a large lifting capacity.


Assuntos
Remoção/efeitos adversos , Humanos , Dor Lombar/fisiopatologia , Masculino , Postura/fisiologia , Inquéritos e Questionários , Fatores de Tempo
14.
Work ; 54(3): 557-67, 2016 Jun 27.
Artigo em Inglês | MEDLINE | ID: mdl-27372897

RESUMO

BACKGROUND: Compared with traditional rehabilitation, gardening has been viewed as a more occupation-based intervention to help patients improve functional performance. However, there is still a need for evidence-based research into what factors interact to create the beneficial effects of gardening for people who have sustained a cerebral vascular accident (CVA). OBJECTIVE: To explore how plant, gender, and the time after stroke onset influenced improvements in the quality of life of patients in a gardening program. METHODS: One treatment of tending short-term plants, and another treatment of tending long-term plants were compared. Quality of life improvement was evaluated according to three factors: plant, gender, and the time after stroke onset. The data were analyzed with 2k replicated factorial designs. RESULTS: The 2k factorial design with replication indicated significant effects on both the social role and the family role. For the social role, the interaction of plant and gender difference was significant. For the family role, the significant effects were found on interaction of plant with both gender and the time after stroke onset. CONCLUSIONS: Tending plants with different life cycles has varied effects on the quality of life of people who have sustained a CVA. Factors related to gender and the time after stroke onset influenced role competency in this sample.


Assuntos
Jardinagem/métodos , Terapia Ocupacional/métodos , Qualidade de Vida/psicologia , Acidente Vascular Cerebral/psicologia , Atividades Cotidianas , Feminino , Humanos , Masculino
15.
Appl Ergon ; 56: 101-7, 2016 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-27184317

RESUMO

High-voltage transmission tower construction is a high-risk operation due to the construction site locations, extreme climatic factors, elevated working surfaces, and narrow working space. To comprehensively enhance our understanding of the psychophysiological phenomena of workers in extremely high tower constructions, we carried out a series of field experiments to test and compare three working surface heights in terms of frequency-domain heart rate variability (HRV) measurements. Twelve experienced male workers participated in this experiment. The dependent variables, namely, heart rate (HR), normalized low-frequency power (nLF), normalized high-frequency power (nHF), and LF-to-HF power ratio (LF/HF), were measured with the Polar RS800CX heart rate monitor. The experimental results indicated that the task workload was similar between working surface heights. Tower construction workers perceived an increased level of mental stress as working surface height increased.


Assuntos
Altitude , Indústria da Construção , Estresse Psicológico/fisiopatologia , Adulto , Instalação Elétrica , Frequência Cardíaca , Humanos , Masculino , Pessoa de Meia-Idade , Local de Trabalho
16.
Ergonomics ; 59(1): 73-84, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-26023859

RESUMO

Pointing at displays from a distance is becoming common in both work and domestic environments. Ray-casting interaction is easy for novices to learn and understand, but this technique can cause physiological fatigue. To address this issue, the present study aims to investigate the issue of fatigue caused by joint-based pointing methods and Control-Display gains (CD gains) via Fitts' task. Ten healthy subjects participated in the experiment and performed multi-directional tapping tests with three joint-based pointing methods and three CD gains. The experimental results indicated that the joint-based pointing methods indeed affected the physiological and subjective fatigue of the upper limb muscles and measured body parts during distal pointing tasks. The wrist-based pointing method, which can induce substantially lower physiological and subjective fatigue, appears to be superior to the other two methods. There were no significant main effects of CD gains on either physiological fatigue or subjective Borg's CR-10 rating. PRACTITIONER SUMMARY: The present study investigates the issue of fatigue caused by joint-based pointing methods and CD gains via Fitts' task. The pointing methods affected the physiological and subjective fatigue of the upper-limb muscles. There were no significant main effects of CD gains on either physiological fatigue or subjective Borg's CR-10 rating.


Assuntos
Fadiga Muscular/fisiologia , Postura , Análise e Desempenho de Tarefas , Extremidade Superior/fisiopatologia , Adulto , Feminino , Articulações dos Dedos/fisiopatologia , Voluntários Saudáveis , Humanos , Masculino , Desempenho Psicomotor , Articulação do Punho/fisiopatologia , Adulto Jovem
17.
PLoS One ; 10(10): e0140792, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26485039

RESUMO

The purpose of this study was to explore the effects of direction of exertion (DOE) (pushing, pulling), path (walking in a straight line, turning left, walking uphill), and load placement (LP) (the 18 blocks were indicated by X, Y and Z axis; there were 3 levels on the X axis, 2 levels on the Y axis, and 3 levels on the Z axis) on muscle activity and ratings of perceived exertion in nursing cart pushing and pulling tasks. Ten participants who were female students and not experienced nurses were recruited to participate in the experiment. Each participant performed 108 experimental trials in the study, consisting of 2 directions of exertion (push and pull), 3 paths, and 18 load placements (indicated by X, Y and Z axes). A 23kg load was placed into one load placement. The dependent variables were electromyographic (EMG) data of four muscles collected bilaterally as follows: Left (L) and right (R) trapezius (TR), flexor digitorum superficialis (FDS), extensor digitorum (ED), and erector spinae (ES) and subjective ratings of perceived exertion (RPE). Split-split-plot ANOVA was conducted to analyze significant differences between DOE, path, and LP in the EMG and RPE data. Pulling cart tasks produced a significantly higher activation of the muscles (RTR:54.4%, LTR:50.3%, LFDS:57.0%, LED:63.4%, RES:40.7%, LES:36.7%) than pushing cart tasks (RTR:42.4%, LTR:35.1%, LFDS:32.3%, LED:55.1%, RES:33.3%, LES:32.1%). A significantly greater perceived exertion was found in pulling cart tasks than pushing cart tasks. Significantly higher activation of all muscles and perceived exertion were observed for walking uphill than walking in a straight line and turning left. Significantly lower muscle activity of all muscles and subject ratings were observed for the central position on the X axis, the bottom position on the Y axis, and the posterior position on the Z axis. These findings suggest that nursing staff should adopt forward pushing when moving a nursing cart, instead of backward pulling, and that uphill paths should be avoided in the design of work environments. In terms of distribution of the load in a nursing cart, heavier materials should be positioned at bottom of the cabinet, centered on the horizontal plane and close to the handle, to reduce the physical load of the nursing staff.


Assuntos
Músculo Esquelético/fisiologia , Enfermagem , Esforço Físico/fisiologia , Caminhada/fisiologia , Fenômenos Biomecânicos/fisiologia , Eletromiografia , Feminino , Humanos , Postura/fisiologia , Local de Trabalho , Adulto Jovem
18.
Appl Ergon ; 48: 154-63, 2015 May.
Artigo em Inglês | MEDLINE | ID: mdl-25683543

RESUMO

Many object pointing and selecting techniques for large screens have been proposed in the literature. There is a lack of quantitative evidence suggesting proper pointing postures for interacting with stereoscopic targets in immersive virtual environments. The objective of this study was to explore users' performances and experiences of using different postures while interacting with 3D targets remotely in an immersive stereoscopic environment. Two postures, hand-directed and gaze-directed pointing methods, were compared in order to investigate the postural influences. Two stereo parallaxes, negative and positive parallaxes, were compared for exploring how target depth variances would impact users' performances and experiences. Fifteen participants were recruited to perform two interactive tasks, tapping and tracking tasks, to simulate interaction behaviors in the stereoscopic environment. Hand-directed pointing is suggested for both tapping and tracking tasks due to its significantly better overall performance, less muscle fatigue, and better usability. However, a gaze-directed posture is probably a better alternative than hand-directed pointing for tasks with high accuracy requirements in home-in phases. Additionally, it is easier for users to interact with targets with negative parallax than with targets with positive parallax. Based on the findings of this research, future applications involving different pointing techniques should consider both pointing performances and postural effects as a result of pointing task precision requirements and potential postural fatigue.


Assuntos
Postura/fisiologia , Interface Usuário-Computador , Adulto , Feminino , Fixação Ocular , Humanos , Masculino , Movimento/fisiologia , Fadiga Muscular , Desempenho Psicomotor
19.
Work ; 51(1): 113-9, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-24594532

RESUMO

BACKGROUND: Various parameters related to pushing/pulling tasks have been examined yet the effects of changing the load position in one-wheeled wheelbarrow task has not been examined. OBJECTIVE: To explore the effects of load position and force direction on muscle activity during wheelbarrow tasks. PARTICIPANTS: Nine participants were recruited to take part in the experiment. METHODS: Each participant performed 18 trials consisting of 2 force directions (push and pull) and 9 load positions. The dependent variables were EMG of erector spinae and gripping force. ANOVA was used to identify significant differences between force direction and load position in EMG and gripping force data. RESULTS: Results showed that peak EMG was lowest for the left and right erector spinae when the load was positioned farther from the participant. Peak EMG of the bilateral erector spinae increased when the weight was near the participant and on the ipsilateral hand. CONCLUSIONS: Based on the EMG results, we suggest that loads be arranged in the anterior part of the bin in order to reduce muscle activity on the spine during the wheelbarrow task. This finding also provides some directions in the improvement and ergonomic redesign of the one-wheeled wheelbarrow.


Assuntos
Músculos Paraespinais/fisiologia , Esforço Físico/fisiologia , Adolescente , Fenômenos Biomecânicos , Eletromiografia , Força da Mão , Humanos , Masculino , Contração Muscular , Adulto Jovem
20.
Hum Mov Sci ; 34: 233-45, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24703707

RESUMO

The current experiment aimed to investigate the effects of weight position on movement time in target acquisition tasks. Subsequently, a simple mathematical model was developed to describe the movement time with the moments of inertia. Ten right-handed participants conducted continuous Fitts pointing tasks using a laparoscopic instrument as a long hand-held tool. The results showed significant effects of weight position on movement time. Furthermore, an extended Fitts' law model is proposed for the moments of inertia produced by the hand, instrument, and a constant mass in different positions. This predictive model accounted for 63% of the variance in movement time. The predictive model proposed in the present study can be applied not only to estimate movement time given a particular target width, instrument movement amplitude, and weight position of a long hand-held tool but also to standardize movement time and establish training standards.


Assuntos
Modelos Teóricos , Desempenho Psicomotor , Tempo de Reação , Comportamento de Utilização de Ferramentas , Suporte de Carga , Adulto , Fenômenos Biomecânicos , Percepção de Distância , Feminino , Humanos , Laparoscópios , Masculino , Valores de Referência , Adulto Jovem
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