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1.
Hum Factors ; 58(4): 630-41, 2016 06.
Artigo em Inglês | MEDLINE | ID: mdl-27091370

RESUMO

OBJECTIVE: We aimed to develop and test a new dynamic measure of transient changes to the useful field of view (UFOV), utilizing a gaze-contingent paradigm for use in realistic simulated environments. BACKGROUND: The UFOV, the area from which an observer can extract visual information during a single fixation, has been correlated with driving performance and crash risk. However, some existing measures of the UFOV cannot be used dynamically in realistic simulators, and other UFOV measures involve constant stimuli at fixed locations. We propose a gaze-contingent UFOV measure (the GC-UFOV) that solves the above problems. METHODS: Twenty-five participants completed four simulated drives while they concurrently performed an occasional gaze-contingent Gabor orientation discrimination task. Gabors appeared randomly at one of three retinal eccentricities (5°, 10°, or 15°). Cognitive workload was manipulated both with a concurrent auditory working memory task and with driving task difficulty (via presence/absence of lateral wind). RESULTS: Cognitive workload had a detrimental effect on Gabor discrimination accuracy at all three retinal eccentricities. Interestingly, this accuracy cost was equivalent across eccentricities, consistent with previous findings of "general interference" rather than "tunnel vision." CONCLUSION: The results showed that the GC-UFOV method was able to measure transient changes in UFOV due to cognitive load in a realistic simulated environment. APPLICATION: The GC-UFOV paradigm developed and tested in this study is a novel and effective tool for studying transient changes in the UFOV due to cognitive load in the context of complex real-world tasks such as simulated driving.


Assuntos
Condução de Veículo , Fixação Ocular/fisiologia , Desempenho Psicomotor/fisiologia , Campos Visuais/fisiologia , Adulto , Humanos
2.
Hum Factors ; 58(1): 150-62, 2016 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-26490442

RESUMO

OBJECTIVE: A fully immersive, high-fidelity street-crossing simulator was used to examine the effects of texting on pedestrian street-crossing performance. BACKGROUND: Research suggests that street-crossing performance is impaired when pedestrians engage in cell phone conversations. Less is known about the impact of texting on street-crossing performance. METHOD: Thirty-two young adults completed three distraction conditions in a simulated street-crossing task: no distraction, phone conversation, and texting. A hands-free headset and a mounted tablet were used to conduct the phone and texting conversations, respectively. Participants moved through the virtual environment via a manual treadmill, allowing them to select crossing gaps and change their gait. RESULTS: During the phone conversation and texting conditions, participants had fewer successful crossings and took longer to initiate crossing. Furthermore, in the texting condition, smaller percentage of time with head orientation toward the tablet, fewer number of head orientations toward the tablet, and greater percentage of total characters typed before initiating crossing predicted greater crossing success. CONCLUSION: Our results suggest that (a) texting is as unsafe as phone conversations for street-crossing performance and (b) when subjects completed most of the texting task before initiating crossing, they were more likely to make it safely across the street. APPLICATION: Sending and receiving text messages negatively impact a range of real-world behaviors. These results may inform personal and policy decisions.


Assuntos
Telefone Celular , Pedestres , Segurança , Envio de Mensagens de Texto/estatística & dados numéricos , Adolescente , Adulto , Atenção/fisiologia , Cabeça/fisiologia , Humanos , Interface Usuário-Computador , Adulto Jovem
3.
Psychol Sci ; 25(12): 2136-46, 2014 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-25304886

RESUMO

Cell-phone use impairs driving safety and performance. This impairment may stem from the remote partner's lack of awareness about the driving situation. In this study, pairs of participants completed a driving simulator task while conversing naturally in the car and while talking on a hands-free cell phone. In a third condition, the driver drove while the remote conversation partner could see video of both the road ahead and the driver's face. We tested the extent to which this additional visual information diminished the negative effects of cell-phone distraction and increased situational awareness. Collision rates for unexpected merging events were high when participants drove in a cell-phone condition but were reduced when they were in a videophone condition, reaching a level equal to that observed when they drove with an in-car passenger or drove alone. Drivers and their partners made shorter utterances and made longer, more frequent traffic references when they spoke in the videophone rather than the cell-phone condition. Providing a view of the driving scene allows remote partners to help drivers by modulating their conversation and referring to traffic more often.


Assuntos
Atenção , Condução de Veículo/psicologia , Conscientização , Telefone Celular/estatística & dados numéricos , Comunicação , Segurança , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
4.
Hum Factors ; 56(3): 443-52, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-24930167

RESUMO

OBJECTIVE: A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. BACKGROUND: Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. METHOD: Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. RESULTS: Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. CONCLUSION: These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. APPLICATION: Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.


Assuntos
Atenção , Memória de Curto Prazo , Análise e Desempenho de Tarefas , Jogos de Vídeo , Caminhada , Adolescente , Adulto , Tomada de Decisões , Feminino , Humanos , Masculino , Desempenho Psicomotor , Adulto Jovem
5.
Psychol Aging ; 26(2): 260-268, 2011 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-21401262

RESUMO

The ability to perform multiple tasks simultaneously has become increasingly important as technologies such as cell phones and portable music players have become more common. In the current study, we examined dual-task costs in older and younger adults using a simulated street crossing task constructed in an immersive virtual environment with an integrated treadmill so that participants could walk as they would in the real world. Participants were asked to cross simulated streets of varying difficulty while either undistracted, listening to music, or conversing on a cell phone. Older adults were more vulnerable to dual-task impairments than younger adults when the crossing task was difficult; dual-task costs were largely absent in the younger adult group. Performance costs in older adults were primarily reflected in timeout rates. When conversing on a cell phone, older adults were less likely to complete their crossing compared with when listening to music or undistracted. Analysis of time spent next to the street prior to each crossing, where participants were presumably analyzing traffic patterns and making decisions regarding when to cross, revealed that older adults took longer than younger adults to initiate their crossing, and that this difference was exacerbated during cell phone conversation, suggesting impairments in cognitive planning processes. Our data suggest that multitasking costs may be particularly dangerous for older adults even during everyday activities such as crossing the street.


Assuntos
Desempenho Psicomotor , Caminhada/psicologia , Adolescente , Adulto , Fatores Etários , Idoso , Idoso de 80 Anos ou mais , Atenção , Telefone Celular , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Fatores de Tempo , Interface Usuário-Computador , Adulto Jovem
6.
Accid Anal Prev ; 42(2): 589-94, 2010 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-20159083

RESUMO

With cellular phones and portable music players becoming a staple in everyday life, questions have arisen regarding the attentional deficits that might occur when such devices are used while performing other tasks. Here, we used a street-crossing task in an immersive virtual environment to test how this sort of divided attention affects pedestrian behavior when crossing a busy street. Thirty-six participants navigated through a series of unsigned intersections by walking on a manual treadmill in a virtual environment. While crossing, participants were undistracted, engaged in a hands free cell phone conversation, or listening to music on an iPod. Pedestrians were less likely to successfully cross the road when conversing on a cell phone than when listening to music, even though they took more time to initiate their crossing when conversing on a cell phone ( approximately 1.5s). This success rate difference was driven largely by failures to cross the road in the allotted trial time period (30s), suggesting that when conversing on a cell phone pedestrians are less likely to recognize and act on crossing opportunities.


Assuntos
Acidentes de Trânsito , Atenção , Telefone Celular , Desempenho Psicomotor , Caminhada/psicologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Veículos Automotores , Tempo de Reação , Interface Usuário-Computador , Adulto Jovem
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