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1.
Ergonomics ; 63(4): 440-460, 2020 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-31623536

RESUMEN

We evaluated the performance of three highly practiced participants on three task types that comprised a simulated nuclear power plant control operation. Multiple subjective, physiological, and objective performance measures were collected on these three highly-practiced individuals. Results indicated ceiling effects in terms of performance accuracy, yet each individual adopted a unique response strategy across the respective sub-tasks. Their maximised accuracy was achieved at the expense of longer response times across differing sub-tasks. The measures which proved diagnostic and predictive of performance capacity were explored. The current conclusion presents us with an invidious problem in that performance and workload associations, insensitivities, and dissociations may be unique to each individual operator, and may well depend also upon the overall task in context. Such findings push our science away from seeking nomothetic assertions and toward individuated concerns. In consequence, the age of the idiographic may well be upon us. Practitioner summary: The importance and relevance of nuclear power control is self-evident. Concerns here have centred around the safety of the technology and its operators. Our work informs practitioners in this industry, and in Ergonomics in general, of the response of highly trained individuals in these safety-critical, operational domains. We show that even experts engage in personal and individual strategies, an observation critical to the assessment of this specific workplace, and potentially all others. Abbreviations: NPP: nuclear power plant; ROs: reactor operators; MCR: main control room; LOA: levels of automation; EOP: emergency operating procedure; OP: operating procedures; ISA: instantaneous self-assessment; DSSQ: Dundee stres state questionnaire.


Asunto(s)
Simulación por Computador , Frecuencia Cardíaca , Individualidad , Plantas de Energía Nuclear , Estrés Psicológico , Electrocardiografía , Electroencefalografía , Humanos , Encuestas y Cuestionarios , Análisis y Desempeño de Tareas , Carga de Trabajo
2.
Ergonomics ; 61(4): 482-505, 2018 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-29125389

RESUMEN

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.


Asunto(s)
Nivel de Alerta , Conocimiento Psicológico de los Resultados , Personal Militar , Entrenamiento Simulado , Estudiantes , Juegos de Video , Adolescente , Adulto , Atención , Femenino , Humanos , Masculino , Persona de Mediana Edad , Movimiento , Factores de Tiempo , Estados Unidos , Adulto Joven
3.
Ergonomics ; 60(10): 1351-1368, 2017 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-28745552

RESUMEN

We first tested the effect of differing tactile informational forms (i.e. directional cues vs. static cues vs. dynamic cues) on objective performance and perceived workload in a collaborative human-robot task. A second experiment evaluated the influence of task load and informational message type (i.e. single words vs. grouped phrases) on that same collaborative task. In both experiments, the relationship of personal characteristics (attentional control and spatial ability) to performance and workload was also measured. In addition to objective performance and self-report of cognitive load, we evaluated different physiological responses in each experiment. Results showed a performance-workload association for directional cues, message type and task load. EEG measures however, proved generally insensitive to such task load manipulations. Where significant EEG effects were observed, right hemisphere amplitude differences predominated, although unexpectedly these latter relationships were negative. Although EEG measures were partially associated with performance, they appear to possess limited utility as measures of workload in association with tactile displays. Practitioner Summary: As practitioners look to take advantage of innovative tactile displays in complex operational realms like human-robotic interaction, associated performance effects are mediated by cognitive workload. Despite some patterns of association, reliable reflections of operator state can be difficult to discern and employ as the number, complexity and sophistication of these respective measures themselves increase.


Asunto(s)
Encéfalo/fisiología , Señales (Psicología) , Sistemas Hombre-Máquina , Robótica , Tacto , Carga de Trabajo , Adolescente , Adulto , Atención , Electroencefalografía , Femenino , Frecuencia Cardíaca , Humanos , Masculino , Navegación Espacial , Análisis y Desempeño de Tareas , Adulto Joven
4.
Ergonomics ; 59(8): 1060-72, 2016 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-26977540

RESUMEN

The present investigation evaluated the effects of virtual reality (VR) training on the performance, perceived workload and stress response to a live training exercise in a sample of Soldiers. We also examined the relationship between the perceptions of that same VR as measured by engagement, immersion, presence, flow, perceived utility and ease of use with the performance, workload and stress reported on the live training task. To a degree, these latter relationships were moderated by task performance, as measured by binary (Go/No-Go) ratings. Participants who reported positive VR experiences also tended to experience lower stress and lower workload when performing the live version of the task. Thus, VR training regimens may be efficacious for mitigating the stress and workload associated with criterion tasks, thereby reducing the ultimate likelihood of real-world performance failure. Practitioner Summary: VR provides opportunities for training in artificial worlds comprised of highly realistic features. Our virtual room clearing scenario facilitated the integration of Training and Readiness objectives and satisfied training doctrine obligations in a compelling engaging experience for both novice and experienced trainees.


Asunto(s)
Personal Militar , Estrés Fisiológico/fisiología , Interfaz Usuario-Computador , Adulto , Humanos , Masculino , Prueba de Realidad , Entrenamiento Simulado/métodos , Análisis y Desempeño de Tareas , Estados Unidos , Carga de Trabajo
5.
Ergonomics ; 57(9): 1315-36, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25001010

RESUMEN

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


Asunto(s)
Atención , Movimiento (Física) , Reconocimiento Visual de Modelos , Análisis y Desempeño de Tareas , Juegos de Video/psicología , Adolescente , Femenino , Humanos , Masculino , Práctica Psicológica , Psicofísica , Estrés Psicológico/psicología , Factores de Tiempo , Carga de Trabajo/psicología , Adulto Joven
6.
Acta Psychol (Amst) ; 198: 102836, 2019 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-31279183

RESUMEN

An altered sense of the experience of time represents one of the nine dimensions that is conceived as characterizing a state of flow. While a number of other factors necessarily contribute to this overall experience of flow, subjective time perception is of particular quantitative interest and thus serves as the focus of the present meta-analysis. The extant body of relevant quantitative research was evaluated to identify data relating to both flow and change in the sense of time. Sixty-three (n = 63) articles were determined to qualify under the current specified inclusion criteria. These sixty-three studies yielded one thousand and ninety-four (n = 1094) effect sizes. All studies included in the meta-analysis were also coded for relevant moderator variables. Results indicated moderately positive correlations between affective, consciousness, and performance based aspects of flow (r = 0.4, 0.21, 0.17 respectively), thus reinforcing the original conceptualization of their relationship for the generation and maintenance of the flow state. Additionally, variations in environmental conditions (both physical and social) were found to have differential effects on the overall level of experienced flow. The results of this meta-analysis also serve to inform the process of further model development that can more accurately quantify and predict temporal perception as one metric of flow.


Asunto(s)
Percepción del Tiempo , Afecto , Estado de Conciencia , Humanos , Pensamiento
7.
Ergonomics ; 50(2): 228-45, 2007 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-17419156

RESUMEN

Whole-body vibration exerts a substantive influence in many work environments. The primary objective for this work was to quantify such effects by identifying those moderating variables that influencethe degree to which performance is affected. To achieve this, a comprehensive meta-analysis was conducted, which synthesized the existing research evidence, A total of 224 papers and reports were identified and, from these 115 effect sizes were derived from 13 experiments that survived the screening procedure. Results indicate that vibration acts to degrade the majority of goal-related activities, especially those with high demands on visual perception and fine motor control. Gaps in the current research literature are dentified and suggestions offered with regard to a more theoretically-driven approach to testing vibration effects on human performance.


Asunto(s)
Estudios de Evaluación como Asunto , Análisis y Desempeño de Tareas , Vibración , Humanos
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