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1.
Hum Factors ; 59(7): 1096-1107, 2017 11.
Artículo en Inglés | MEDLINE | ID: mdl-28636838

RESUMEN

OBJECTIVE: We investigated the effects of a passive break, relaxation activity, and casual video game on affect, stress, engagement, and cognitive performance. BACKGROUND: Reducing stress and improving cognitive performance is critical across many domains. Previous studies investigated taking a break, relaxation techniques, or playing a game; however, these methods have not been compared within a single experiment. METHOD: Participants completed a baseline affective and cognitive assessment (ACA), which included the Positive and Negative Affect Schedule, shortened version of the Dundee Stress State Questionnaire, and backward digit-span. Next, participants completed a vigilance task, followed by another ACA. Participants were then assigned at random to complete a break or relaxation activity or play a casual video game, followed by a final ACA. RESULTS: Participants who played the casual video game exhibited greater engagement and affective restoration than the relaxation condition. The break condition slightly decreased affect and prevented cognitive restoration. CONCLUSION: Playing a casual video game even briefly can restore individuals' affective abilities, making it a suitable activity to restore mood in response to stress. However, future research is needed to find activities capable of cognitive restoration. APPLICATION: Many activities in life require sustained cognitive demand, which are stressful and decrease performance, especially for workers in performance-critical domains. Our research suggests some leisure activities are better than others for restoring fatigued affective processes.


Asunto(s)
Afecto/fisiología , Fatiga/psicología , Relajación/fisiología , Estrés Psicológico/psicología , Juegos de Video/psicología , Adulto , Femenino , Humanos , Masculino , Adulto Joven
2.
Assist Technol ; 25(3): 158-65, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-24020154

RESUMEN

This research seeks to understand the usability of portable assistive driving devices as it relates to driver performance and safety. Through the use of a computer-based simulation, two sets of hand controls were tested in an environment containing driving hazards. Ten participants drove an ambulance through two sessions of high-demand, hazardous scenarios in a computer-based driving simulator. Participants drove one session with each of the two available portable hand control devices. From each of these driving sessions, driving performance metrics were measured in the form of time-to-complete, number of damage-inflicting collisions, percentage of vehicle damage accrued by the end of the drive, and percentage of road course completed. Data were also collected from a posttest survey about which hand control device participants preferred using. Results demonstrated no significant differences between hand control devices with regard to course completion, amount of damage sustained to vehicle, or number of collisions. However, a trend was identified for preference of hand control based on experience, regardless of driving performance. Although the objective results of this study were not significant, the study leads to interesting avenues of future research regarding preference as well as the need for larger populations of individuals with disabilities in simulation studies.


Asunto(s)
Conducción de Automóvil , Simulación por Computador , Dispositivos de Autoayuda , Gráficos por Computador , Diseño de Equipo , Fuerza de la Mano , Humanos , Desempeño Psicomotor , Juegos de Video
3.
Acta Psychol (Amst) ; 193: 55-65, 2019 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-30594040

RESUMEN

The effects of playing action video games have been investigated across a wide range of attentional and cognitive abilities. However, few studies have examined the association between motor control and action gaming experience. We report data from two discrete pointing tasks, manipulating the index of difficulty (ID) by movement distance and target size, respectively. Participants' gaming experience ranged from non-players to individuals who played several hours a night. Our results indicated greater experience playing action games, but not video games in general, was associated with shorter movement times (MT), higher velocities, and shallower ID-MT slopes when difficulty was manipulated across increasingly further distances and smaller target sizes. Additionally casual players, those who only play action games a couple times a week, were able to achieve a similar level of performance as more experienced players.


Asunto(s)
Destreza Motora/fisiología , Juegos de Video/psicología , Adulto , Análisis de Varianza , Aptitud/fisiología , Atención/fisiología , Cognición/fisiología , Femenino , Humanos , Masculino , Tiempo de Reacción/fisiología , Análisis de Regresión , Adulto Joven
4.
Appl Ergon ; 70: 77-87, 2018 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-29866329

RESUMEN

Lack of physical activity is a severe health concern in the United States with fewer than half of all Americans meeting the recommended weekly physical activity guidelines. Although wearable fitness devices can be effective in motivating people to be active, consumers are abandoning this technology soon after purchase. We examined the impact of several user (i.e. personality, age, computer self-efficacy, physical activity level) and device characteristics (trust, usability, and motivational affordances) on the behavioral intentions to use a wearable fitness device. Novice users completed a brief interaction with a fitness device similar to a first purchase experience before completing questionnaires about their interaction. We found computer self-efficacy, physical activity level, as well as personality traits indirectly increased the desire to use a fitness device and influenced the saliency of perceived motivational affordances. Additionally, trust, usability, and perceived motivational affordances were associated with increased intentions to use fitness devices.


Asunto(s)
Ejercicio Físico/psicología , Motivación , Confianza , Dispositivos Electrónicos Vestibles/psicología , Adolescente , Adulto , Factores de Edad , Anciano , Anciano de 80 o más Años , Computadores , Femenino , Humanos , Intención , Masculino , Persona de Mediana Edad , Percepción , Personalidad , Aptitud Física , Autoeficacia , Encuestas y Cuestionarios , Adulto Joven
5.
Work ; 56(3): 455-462, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28269807

RESUMEN

BACKGROUND: Research assessing work processes in food pantries has been limited to the client's experience and aspects of food donations [3-5]. Research on food pantries has yet to focus on understanding and evaluating worker-environment interaction. OBJECTIVE: The present case study examined the interaction between workers and their work environment while performing common tasks in a food pantry. METHODS: Data were collected through naturalistic observations and structured interviews. A task analysis was performed on the data. RESULTS: Several potential issues in the pantry were identified including with the workspace layout, environmental conditions, and signage. Human factors and ergonomics principles were then utilized to provide insights and recommendations (e.g., use of numbered rather than color-coded signage). CONCLUSIONS: Recommendations were provided to the case study food pantry for enhancing safety and productivity. Further research is needed to assess the generalizability of our findings to other food pantries.


Asunto(s)
Ergonomía/normas , Asistencia Alimentaria/organización & administración , Lugar de Trabajo/normas , Antropología Cultural , Femenino , Florida , Asistencia Alimentaria/tendencias , Humanos , Persona de Mediana Edad , Organizaciones sin Fines de Lucro/organización & administración , Organizaciones sin Fines de Lucro/tendencias , Flujo de Trabajo , Lugar de Trabajo/psicología
6.
Accid Anal Prev ; 97: 220-230, 2016 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-27661403

RESUMEN

Driving while distracted is a critical and unwavering problem in the United States leading to numerous injuries and fatalities each year. While increasing legislation and developing technological interventions strive to ensure we only focus on driving, individuals still drive distracted. We surveyed college-aged adults to examine the factors that influence both their risk perception of driving while distracted and how often they engage in distracting activities and situations while driving. We found a disassociation between individuals' perception of driving distraction risk and their engagement with the distraction. Exposure, perceived knowledge of risks, fairness beliefs, and ratings of perceived visual and cognitive demands was associated with risk perception. Conversely, risk-seeking traits, how voluntary the task was perceived, and previous exposure to a distraction influenced engagement. Overall, we recommend additional research focusing on factors that predict engagement in driver distraction rather than perceived risk alone.


Asunto(s)
Conducción Distraída/psicología , Asunción de Riesgos , Percepción Visual , Adolescente , Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Encuestas y Cuestionarios , Estados Unidos , Adulto Joven
7.
Accid Anal Prev ; 72: 1-8, 2014 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-25000297

RESUMEN

Surveys of 1217 undergraduate students supported the reliability (inter-item and test-retest) and validity of the Prosocial and Aggressive Driving Inventory (PADI). Principal component analyses on the PADI items yielded two scales: Prosocial Driving (17 items) and Aggressive Driving (12 items). Prosocial Driving was associated with fewer reported traffic accidents and violations, with participants who were older and female, and with lower Boredom Susceptibility and Hostility scores, and higher scores on Agreeableness, Conscientiousness, Openness, and Neuroticism. Aggressive Driving was associated with more frequent traffic violations, with female participants, and with higher scores on Competitiveness, Sensation Seeking, Hostility, and Extraversion, and lower scores on Conscientiousness, Agreeableness, and Openness. The theoretical and practical implications of the PADI's dual focus on safe and unsafe driving are discussed.


Asunto(s)
Accidentes de Tránsito/estadística & datos numéricos , Agresión , Conducción de Automóvil/estadística & datos numéricos , Personalidad , Conducta Social , Adolescente , Adulto , Factores de Edad , Conducción de Automóvil/psicología , Tedio , Femenino , Hostilidad , Humanos , Masculino , Persona de Mediana Edad , Análisis de Componente Principal , Reproducibilidad de los Resultados , Asunción de Riesgos , Autoinforme , Factores Sexuales , Encuestas y Cuestionarios , Adulto Joven
8.
Work ; 41 Suppl 1: 5381-3, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22317557

RESUMEN

Driving is one of the most complex tasks that humans perform on a regular basis, placing significant demands on human perceptual, cognitive, and motor capabilities, so age-related declines in these capabilities negatively affect driving performance. Although older adults create a risk on the road because of their high crash rates, it is important to note that not all older drivers have impaired driving performance or high crash risk. Thus researchers have developed test batteries to identify at-risk older drivers. The literature pertaining to the development and testing of at-risk driver assessment tools, including major assessment tools and evidence supporting their use is reviewed.


Asunto(s)
Examen de Aptitud para la Conducción de Vehículos , Pruebas Neuropsicológicas , Anciano , Anciano de 80 o más Años , Trastornos del Conocimiento/diagnóstico , Humanos , Trastornos de la Visión/diagnóstico
9.
Work ; 41 Suppl 1: 5529-31, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22317605

RESUMEN

Restaurant employees must deal with loud noise, busy environments, difficult customers, heavy, awkward, sharp, and hot objects, repetitive motions, and stress on various joints, all of which can lead to fatigue, sudden accidents, and longterm musculoskeletal injury. The goal of this case study was to assess the risk of injuries and accidents from conducting various tasks in the restaurant, specifically carrying/lifting, table management, and polishing silverware. The nine participants were servers at a local country club restaurant. Physical workload was measured by a scale of physical exertion. Cognitive workload was assessed, as well as cumulative trauma disorder risk. Overall results show that there is sufficient risk in some of the tasks to warrant concern. Specific results are discussed, as well as recommendations for improved safety.


Asunto(s)
Accidentes de Trabajo , Trastornos de Traumas Acumulados/etiología , Salud Laboral , Traumatismos Ocupacionales/etiología , Restaurantes , Cognición , Ergonomía , Humanos , Elevación/efectos adversos , Esfuerzo Físico , Medición de Riesgo , Carga de Trabajo
10.
Work ; 41 Suppl 1: 5384-5, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22317558

RESUMEN

This poster presents a study to assess one's ability to detect motorcycles under different conditions of conspicuity while performing a secondary visual load task. Previous research in which participants were required to detect motorcycles revealed differences in age (young adults/older adult) as well as differences associated with motorcycle conspicuity conditions. Past research has specifically found motorcycles with headlights ON and modulating headlights (flashing) to be more conspicuous than motorcycles with headlights OFF within traffic conditions. The present study seeks to provide more information on the effects of multitasking on motorcycle conspicuity and safety. The current study seeks to determine the degree to which multitasking limits the conspicuity of a motorcycle within traffic. We expect our results will indicate main effects for distraction task, age, gender, motorcycle lighting conditions, and vehicular DRLs on one's ability to effectively detect a motorcycle. The results have implications for motorcycle safety in general and through this research, a better understanding of motorcycle conspicuity can be established so as to minimize the risk involved with motorcycle operation.


Asunto(s)
Atención , Conducción de Automóvil , Motocicletas , Percepción Visual , Accidentes de Tránsito/prevención & control , Accidentes de Tránsito/psicología , Adolescente , Adulto , Factores de Edad , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven
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