bluuebunny/crossref_metadata_2025 huggingface dataset:
Aligning Just-in-Time Learning with Digital Transformation
Authors: Tian Oliver , Lee Shanlynn , Salminen Vesa
Published: June 2024

Digital transformation commonly refers to the integration of digital technology into all areas of a business. This fundamentally means changing how an organization operates and delivers value to customers. It is expected to entail a cultural change that requires organizations to continually challenge the status quo, experiment, and get comfortable with failure.To support the progress of digital transformation, the management will be expecting its employees to be skilled effectively to work in tandem with the transformation journey. However, digital skills are more than just knowing what the technology is about – there are three levels to acquiring digital skills (a) digital awareness (b) digital competency, and (c) digital fluency. It is critical to align digital skills with the progress of digital transformation in an organization, lest to expect skills mismatch can bring about hindrances to the progress of the journey.In order to reduce the apparent gap between learning and performance objectives, employees must be able to easily access an answer or a short piece of learning content while they are working to supplement the role of action and reflection. Workflow learning happens while the employees are performing their job. Employees are completing tasks at the same time as they are learning how to perform said tasks — ideally without a disruption to their workflow. The goal of this article is to identify and analyze the improved methods of corporate learning being adopted by individual learners or learners’ groups and how learning behavior and learning experiences can be aligned to the organization’s motivation to ride the digital transformation journey. This research is partly constructive, conceptual, and analytical because it introduces the concept of competency models and its adoption by organizations when they deal with the dynamic business opportunities in the marketplace.This article will discuss emerging learning thoughts and the digital transformation paradigm. It will also discuss the various issues leading to the shift in learning expectations over the recent years, and in particular aligning with the digital transformation journey. More importantly, it attempts to understand the drivers and human factors which build up an efficient learning environment.
Econometric analysis of the determining factors of default in Chilean companies
Authors: De la Fuente-Mella Hanns , Lay Nelson , Muñoz Anza Enyelbert
Published: June 2024

Measuring the growth of a country can be affected by different factors, such as services available to the population, political-social stability and financial health of both households and companies, among others. In general, with these indicators, what is sought is to be able to find the phenomena or factors that explain what is happening. A case that is always of public interest is knowing the financial status of a company, given the impact they have on society, whether they are micro, small, medium or large companies. Based on this, and given that today the information inputs are different and extensive, which can come from government entities as well as private ones, this work seeks to establish an explanation of what are the factors that influence whether a company may fall into default. To do this, a multivariate econometric analysis is used, through which it has been established that factors such as the number of partners of a company are not predominant factors in the default of a company, unlike the number of workers or assets. the same.
Mentoring for Transition: Optimizing Mentorship Through Competency Assessment among Young People
Authors: Einolander Jarno , Kantola Jussi , Vanharanta Hannu
Published: June 2024

Mentorship provides targeted support for career and personal development, and is crucial for guiding emerging professionals through the transition from academia into the workforce. This paper explores the significance of assessing mentee competencies to optimize mentor-mentee interactions and enhance outcomes. It introduces an innovative competency ontology integrated with the Career 4.0 platform, enabling international mentoring connections. The framework categorizes skills, characteristics, and engagement attributes, facilitating comprehensive assessment using the Evolute system. Grounded in fuzzy logic, Evolute offers nuanced analysis of self-evaluations, capturing subtleties in competency levels. A case study validates the approach, highlighting its practicality and effectiveness in identifying strengths and growth areas. Integration within Career 4.0 enables personalized development planning and regular reassessments to track progress and maximize outcomes, enhancing the impact of mentoring in supporting adolescents in career planning.
Field-of-View Studies for Stereo Interactions
Authors: Cai Yang , Siegel Mel
Published: June 2024

Rapidly growing extended reality technologies brought us more stereo interfaces and the costs became more affordable. We anticipated a rapid adaptation of the stereo display in everyday life and professional practice. Unfortunately, similar to 3D TVs, stereo displays have not been widely used in real-time. In this study, we want to know how the users interact with the stereo display systems, say, “stereo interaction.” We focus on the factors of field-of-view and distance to the screen. We found the field of view of many well-known stereo displays is very limited. For certain devices, only one location is for the user, not for the team to view the 3D effects. We also studied the stability of the 3D image in different lighting, poses, and motion. Finally, we zoom into the laparoscopic surgery training and summarize our findings.
Enhancing public engagement and awareness: An analysis of internet meme posts usage by Indian police departments on Instagram
Authors: Dev Samrat , Mishra Bhaskar
Published: June 2024

Social media has become integral to individuals' everyday routines, with messaging applications and platforms serving as the predominant online destinations globally. These platforms have played a significant role in increasing the prominence of internet memes, which serve as vehicles for disseminating information through the utilization of comedy and sarcasm. In this study, we examine how Instagram posts by Mumbai, Delhi, Assam, Rajasthan, and Uttarakhand police about road safety, cybercrime, women's safety, and consent engage with the public, raise awareness about these issues, and improve police-public relations. We collected 100 static memes from the Instagram pages of the police departments between January 1, 2022, and February 28, 2023, and conducted a synthesis of metadata related to these internet memes to assess their likes and comments as a secondary source of information. In addition, we used exportcomments.com to export comments from posts to.csv files and Azure Machine Learning (AML) web services to assess the sentiments (positive, neutral, or negative) of the comments. As primary data, a questionnaire survey with 90 participants (ages ranging from 23 to 43 years, 34% male and 66% female) was conducted to analyze the potential impact of internet memes on social awareness, their informativeness, and the level of trust associated with the information they convey. Purposive random sampling was employed for the selection of the respondents. A bivariate Pearson's correlation coefficient (r) was calculated to determine the strength and direction of the linear relationship between social awareness, informativeness, and the level of trust in conveyed information. The results showed that the internet memes in the corpus received over 2 million likes and were liked an average of 3369 times. The sentiment analysis of the 692 comments reveals that of them, 90.50% (629) were favorable or positive, 5.61% (39) were neutral, and 3.88% (27) were negative. This shows that people's perceptions of and interactions with the police department on Instagram are generally positive due to the platform's wide reach, high level of involvement in the form of likes, and the dearth of comments expressing dissatisfaction. The bivariate correlation (r (88) =.79, p <.001) between these two factors (social awareness and informativeness) was positive and high. There is a significant association between the potential to alter public awareness and the level of informative substance transmitted by internet memes. The study concludes that the strategic use of internet memes by Indian police departments on Instagram significantly enhances public awareness, engagement, and positive perceptions regarding road safety, cybercrime, women's safety, and consent issues. In addition, Internet memes have the potential to be a beneficial and novel tool for social awareness issues, addressing social and public concerns across social media platforms.
Virtual Scene Design of Peking Opera "Farewell My Concubine" Based on Human-Computer Interaction Technology
Authors: Du Siyuan
Published: June 2024

In the continuous development of interactive art today, people pay more and more attention to the diversity of interactive methods, and Chinese opera performance has also derived many emerging technology carriers. For example, the virtual scene opera performance is based on human-computer interaction technology, which breaks through the limitation of time and space of opera performance, transforms from the theatre stage space to various types of virtual space, and makes use of various types of carriers and media such as image and sound to perform. Actors in the virtual space can create an interactive continuation of the virtual space through body changes or spatial scheduling. This not only enables the audience to appreciate the imagery of the "four skills" of Singing, Recitative, Acting, and Acrobatic Fighting in the choreographed movements of the opera but also to appreciate the spatial image of the "image outside of the image" and "image outside of the meaning".The virtual scene design of the Peking Opera "Farewell My Concubine" realizes the functions of multimedia participation in performance and construction of virtual scenes through digitally constructed performance scenes, which can be quickly applied to diversified opera performances, and at the same time, it has strong theoretical and practical application value in expanding the scope of the audience and expanding the effectiveness of trans-media digital opera dissemination, providing new possibilities for further combining the virtual scene design of the opera with human-computer interaction technology.
Facilitating Stakeholder Consensus in Geothermal Development: Developing an AIGC-Integrated 3D Visual-Tactile Opinion Communication System
Authors: Ma Zhenyu , Wang Xiaotong
Published: June 2024

Effective stakeholder communication is crucial for successful geothermal development projects. This research proposes integrating co-sketching methods into the Persuasion Game (SNG) framework to enhance mutual understanding and consensus among diverse stakeholders. Empirical experiments validate the improved communication effectiveness of the sketching-integrated SNG compared to traditional verbal exchanges. To address practical implementation challenges, an AIGC-Integrated 3D Visual-Tactile Opinion Communication System is designed, leveraging AI-generated visuals iteratively refined through intuitive tactile inputs. Prototypes for key system components are developed and tested, demonstrating feasibility. Future work involves large-scale prototyping, system integration, and field trials with actual stakeholders to validate the holistic system's usability and capability in fostering stable geothermal project consensus formation.
Kitchen Horrors: Unraveling the Influence of Multimodal Stressors on User Experience in Virtual Reality through Electrodermal Activity
Authors: Zheleva Aleksandra , Kacper Gil Michał , Pelosin Edoardo , Talsma Durk , De Marez Lieven , Bombeke Klaas
Published: June 2024

The last couple of years have seen a surge in the quality of on-site multiplayer virtual reality experiences. The shift to standalone VR headsets, the decrease in latency and the increase in reliability of rendering VR content have all benefited the rise of VR entertainment parks. The next frontier, however, seems to be the inclusion of sensor data (e.g., electrodermal activity signals) to aid the creation of adaptive VR experiences that are equally immersive for all users. If we can assess the specific impact certain stimuli have on the user during an immersive experience, creators will not only be able to create more engaging content but also design feedback loops to bring to users personalized VR experiences in real time. The current study takes a vital step in this direction by measuring electrodermal activity (EDA) to differentiate between stress responses to visual, audio, and audio-visual stimuli in a haunted VR kitchen game. The study leverages data from 13 participants who underwent a 40-minute-long virtual reality experience. The analysis suggests that relying solely on cleaned EDA data to differentiate between stress and no-stress conditions may not be effective, despite subjective reports of such distinctions. However, a more detailed analysis of EDA features (i.e., EDA peak amplitude and SCR peak amplitude) reveals the ability to not only differentiate between the impact of various stimuli modalities (audio, visual, and audio-visual) on stress responses but also discern between individuals’ responses. These findings underscore the imperative for adaptive VR experiences tailored to the unique responses of individual users, pointing towards a future where personalized, real-time immersive experiences can be finely crafted based on users' physiological reactions.
Random Dot Kinematogram used in Virtual Reality: A preliminary experiment
Authors: Schon Caroline , König Kevin , Tümler Johannes
Published: June 2024

For professional use of virtual reality (VR), it is important to understand, how decisions made in VR differ from decisions made in reality. For example, if decision makers of automaker corporations experience virtual vehicle prototypes in VR, would they make the same decisions on product features in VR as they would in reality? Or, if students use VR to learn and carry out exams, would they decide for the same actions and exam answers as in reality? Two-choice tasks in a physical environment using the random dot kinematogram have already been realised. In our study, we therefore aimed at replication of this experiment in virtual reality. Challenges arose in the selection of the VR devices. Hence, here we report on the pre-experiment to identify a suitable VR setup.The biggest problem with this experiment was that lines were seen instead of dots. For this reason, different headsets with different refresh rates were tested to avoid this.The test subjects were students and tested the settings in randomized order and then indicated what they had seen in randomized answers. The data was collected in the form of an online questionnaire. A total of 17 people took part in the test. There is no clearly satisfactory result. However, most of the “very good” and “good” results were achieved with 80 Hz of the Valve Index.
Beyond Gaming: Neuroscientific Insights into VR Through Gameflow Analysis
Authors: Chen Jun , Chen Yazhou
Published: June 2024

This paper explores the concept of 'gameflow' within the realm of Virtual Reality (VR), extending its application beyond traditional gaming boundaries to encompass various industries. The primary objective is to establish a multifaceted scoring and evaluation system that is adaptable across different sectors, leveraging the universal nature of game-like approaches. Central to our study is the use of VR gaming as a main case study. By adopting neuroscientific methods, specifically functional Near-Infrared Spectroscopy (fNIRS), we aim to validate and refine game evaluation standards. Our research signifies a step in the interdisciplinary application of gameflow analysis, which not only evaluates the gaming experience from a neuroscientific perspective but also underscores the potential of gameflow principles in enhancing user experience and effectiveness in diverse fields.
Impressions of Musical Pieces in the Pokémon Series
Authors: Fukasawa Masaya , Yamada Masashi
Published: June 2024

In recent years, Japanese anime and video games have been highly regarded as a part of Cool Japan content. Among them, a video game series Pokémon is standing out as globally famous content. The Pokémon series is a role-playing game developed by Game Freak Inc. and sold by The Pokémon Company. It has been popular since the release of Pokémon Red/Green in 1997, with many titles being released up to the latest. Throughout its long history, one of the important factors that has kept Pokémon popular is music.In a previous study, the character design of monsters was investigated, but there was no investigation on the music used in the Pokémon series. Pokémon includes various situations and scenes, such as battles with trainers and monsters, transfer on bicycles, walking around the towns, and visiting the hideouts of evil organizations, and so on. In the Pokémon series, corresponding musical piece is prepared for each situation and scene. The pieces are composed based on the theory and experience of musicians and it is not clarified whether they are matched to the situations or scenes. In the present study, a perceptual experiment was conducted to research the impressions of musical pieces in the Pokémon series using semantic differential method, and investigated whether the musical pieces are matched to the situations and scenes. For the experiment, 151 musical pieces used in the Pokémon series were prepared as sound stimuli. The stimuli were presented through headphones STAX SR-407 at the level of LAeq=55.9-70.4. Eighteen students of Kanazawa Institute of Technology participated as listeners. The participants listened to a stimulus and were requested to rate their impressions for the piece using 25 bipolar seven-step scales. The rated scores were averaged for each scale and used for factor analysis. The results of the factor analysis showed that the three-factor solution accounted for 86.9% of the data variance. These factors were labeled pleasantness, powerfulness and speed, respectively. The tonality of the musical piece determined the pleasantness, i.e. a piece with a major key was perceived as pleasant and a minor key was felt as unpleasant. A piece with a wide range of loudness change sounded powerful and a piece with a narrow range of loudness change sounded powerless. Contemporary game music is produced with various real sound sources and this allows realizing a wide range of loudness change. The rhythm and tempo of the musical piece determined speed. A piece with a fast rhythm and tempo sounded rapid and vice versa. Moreover, the results showed that the musical pieces were suitably composed and matched to the situations and scenes, in the Pokémon series. For example, the pieces used in the battle situations sounded powerful and rapid, the pieces used in the scene of towns sounded powerless, pleasant and slow, and so on. The results of the present study suggest how to compose for a situation or scene suitably, controlling the tonality, dynamic range of the loudness, rhythm and tempo.
Human factors and pedagogic principles to design a fire-safety pedagogic game
Authors: Oliva David , Tarkkanen Kimmo , Haavisto Timo , Somerkoski Brita , Lindberg Axel , Luimula Mika
Published: June 2024

A previous study using virtual reality demonstrated that children didn’t know how to efficiently exit a building with smoke on the corridors. Fire safety is important, and as such, it should be taught in Finnish schools by kids with ages 10 – 16. However, materials are not harmonized and at the end each school is free to decide how and how much their study programs include fire safety. With the aim of creating a useful and effective pedagogic tool for teachers, we designed and created an educational game to instil the knowledge, skills and attitudes related to fire safety that kids should have. The design was done together with fire inspectors and a pedagogy expert in the field. Human factors of children as players and five pedagogic design principles were considered. The outcome was a free-to-play mobile game called Virpa – Fire Expert which was provided for iOS and Android devices. The game provides several hours of gameplay via numerous tasks and minigames, and it achieved exceptionally good player retention rates. The most innovative and pioneering aspect in the game was the combination of virtual and real worlds in the same digital learning environment via machine vision algorithms and augmented reality functionalities. Furthermore, the game was conceived as a research tool, as we wanted to evaluate the impact of the tool on the overall learning process, but also, to provide teachers, educators, and parents, with feedback about the learning outcomes of their pupils or children. Always respecting young players’ privacy, the game collects anonymously metrics and data points, which were combined in an efficient and effective evaluation form. The design of the form considered a total of seven human factors related to teachers needs and interests. The form is also free to access via a website which collects real-time data from the server and automatically organizes it for the teacher. This paper describes the applied design principles and the considered human factors regarding children, the typical walkthrough in the game, the type of collected data, the game engagement, the learning impact assessment, and the final verification tool created for teachers and educators.ame engagement and learning impact assessment results, and the final verification tool created for teachers and educators.
How Robot Arms can be used for Bin Picking and Shelf Picking
Authors: Asif Seemal , Li Shifan
Published: June 2024

Recently, there has been a substantial amount of concern regarding the utilization of robot arms for bin picking and shelf picking. The escalation in the volumes of e-commerce, online grocery, and automated warehousing has brought increased attention to this issue. In this paper, typical bin picking and shelf picking systems are reviewed, their limitations analyzed, and a novel solution inspired by the grasp detection algorithm is presented.
A Method for Human-Robot Collaborative Assembly Action Recognition Based on Skeleton Data and Transfer Learning
Authors: Wu Shangsi , Fang Haonan , Wang Peng , Yang Xiaonan , Hu Yaoguang , Wang Jingfei , Li Chengshun
Published: June 2024

Human-robot collaborative assembly (HRCA) has become a vital technology in the current context of intelligent manufacturing. To ensure the efficiency and safety of the HRCA process, robots must rapidly and accurately recognize human assembly actions. However, due to the complexity and variability of the human state, it is challenging to accurately recognize such actions. Furthermore, with the lack of a large-scale assembly action dataset, the model only constructed from the data obtained in a single assembly scenario demonstrates limited robustness when applied to other situations. To achieve rapid and cost-effective action recognition, this paper proposes a method for human action recognition based on skeleton data and transfer learning. First, we screen the action samples which are similar to assembly actions from the NTU-RGB+D dataset to build the source dataset and reduce the dimension of its skeleton data. Afterwards, the Long Short-Term Memory (LSTM) network is used for learning universal features from the source dataset. Second, we use Microsoft Kinect to collect skeleton data of human assembly actions as the initial target dataset and use the sliding time window method to expand its size. After aligning the data of two datasets, the gradient freezing strategy is adopted during the transfer learning process to transfer the features learned from the source dataset into the recognition of HRCA actions. Third, the transfer model is validated through a small-scale reducer assembly task. The experimental results demonstrate that the method proposed can achieve assembly actions recognition rapidly and cost-effectively while ensuring a certain level of accuracy.
Design a robot that is able to…: Gender stereotypes in children’s imagination of robots
Authors: Palmitesta Paola , bracci Margherita , Currò Francesco , guidi Stefano , marchigiani Enrica , parlangeli Oronzo
Published: June 2024

Gender stereotypes not only affect relationships between humans but can also be activated in interactions with technologies. This is especially true when technologies take on anthropomorphic or even humanoid aspects, as is the case with many robots. How much gender stereotypes in interactions with robots are already active in children is still a matter of debate. Above all, it can be noted that studies on this issue have been conducted by asking for evaluative judgments with reference to existing robots, whether these were real, simulated, or only represented through images. This approach may have introduced an evaluative bias due to the design of the robots themselves by their manufacturers. Therefore, it appeared necessary to conduct a study in which children were asked to design, more specifically to draw, a robot that was able to perform either a more stereotypically female or a male task.Method and ProcedureParticipantsSixty children (28 girls, 46.6%) aged 11 to 13 years participated in the study. MethodThe study was carried out at school under the presence of the teachers and two researchers. During a first phase, the children were asked to individually draw a robot able to perform either the task of shoveling the snow (stereotypically a male task) or decorating a house (stereotypically a female task). They were told that the aim of this activity was to provide help to designers in implementing such robots. The children had no time limits to complete the drawings.In a second phase, after having drawn the robots and still in the classroom, children were asked to fill out a printed questionnaire with the aim to collect some general personal information (age, gender and class attended) and further data on the robots (gender, age, anthropomorphic characteristics, and the materials the robot was made of).ResultsChildren drew equally (45%) robots that they said were neither male nor female, or that were male. Only 6 (10%) female robots were drawn.This result is not related to whether children chose to draw robots to decorate the house or to shoveling the snow. In fact, drawings related to these two tasks were produced in almost the same percentage: 32 robots for decorating the house (53.33%) and 28 robots for shoveling the snow (46.67%).It is worth noting that the 6 female robots were all drawn by girls and that the male children drew male robots in greater numbers (N = 18) ((2) = 8.81, p < .02).In relation to the level of anthropomorphism, the results suggest that the children wanted to draw robots scarcely resembling human beings: they were almost all made of metal (N = 55; 91.67%), only 15 (25%) had anything resembling a face, and those with an actual face were only 3 (5%).ConclusionFor children, gender stereotypes in reference to robots seem to refer mainly to the fact that these technologies are considered masculine or gender-neutral regardless of their anthropomorphic characteristics.
Mental workload: a prerequisite for future maintenance design
Authors: Berthon Lorrys , Bernard Fabien , Fleury Sylvain , Paquin Raphael , Richir Simon
Published: June 2024

The European Agency for Safety and Health at Work (2010) states that 15-20% of workplace accidents are maintenance-related, and 10-15% of these incidents result in fatalities. Due to the specialized expertise and knowledge required for this task, maintenance activities induce significant occupational stress (Sugiharto, 2019). Recognizing the necessity of evaluating physical workload becomes imperative for enhancing performance and working conditions, aiming at effective anthropocentric design (Bernard et al., 2021). However, this is not the only workload that operators experience. Mental workload can adversely affect maintenance activities, potentially leading to human errors and posing serious threats to complex system safety. The succession of maintenance tasks, whether simple or complex, demands mental resources such as decision-making, memory, and attention. The link between physical and mental workload exists within the activity, the individual and the surrounding environment with which he interacts (Causse, 2010). Taking into account Human Factors & Ergonomics (HFE) during the design cycle allows for the anticipation and optimization of interactions between operators and system components in terms of maintainability. Poorly executed studies on intrinsic or extrinsic equipment maintainability can generate human errors, which can affect performance and the safety of operators and systems. For this reason, anticipating the assessment of these dimensions makes collaboration with the design office more effective, so that HFE recommendations can be better taken into account during the design cycle. To this end, simulating maintenance tasks in an immersive environment, utilizing digital simulation tools (Virtual Reality, Augmented Reality, Mixed Reality), and physical simulation (mock-up), encourages the exploration of the relationship between the user and the maintenance environment. However, in the field of maintainability, it seems that no certified method for measuring mental workload has yet been established. Multiple categories of measures exist to assess mental workload: subjective measures, objective measures of performance and physiological measures. Some categories provide a singular perspective on mental workload, while others offer a more detailed understanding of its dynamics (Cegarra & Chevalier, 2008). Optimizing the selection of mental workload measurement methods and associated tools requires consideration of the constraints of the maintenance activity. The combination of measurement methods is fundamental to understanding the origin, variations, and limitations of mental workload, ensuring a holistic understanding of participants' cognitive activities and facilitating interpretation.
Visualizing Uncertain Real Time Threat Information in Augmented Reality Aided Target Recognition: Lessons Learned from Virtual Reality Simulation
Authors: Gardony Aaron , Whitig Andrew , Okano Kana
Published: June 2024

Recent advancements in artificial intelligence (AI), edge computing, and head-worn augmented reality (AR) technology are bringing the prospect of sophisticated aided target recognition (AiTR) systems from sci-fi to reality. Future AI algorithms could augment AiTR with real-time threat assessments (RTAs) that augment Soldier decision making by providing a binary threat assessment alongside an estimate of epistemic algorithmic uncertainty through the fusion and interpretation of multiple data sources. Yet, visual representations of probability are often misinterpreted, which could have consequences when relying on uncertain RTAs. To investigate, we designed simulated uncertain RTAs in virtual reality (VR) using emerging probabilistic visualization techniques, such as hypothetical outcome plots (HOPs; Hullman et al., 2015) and discrete-outcome framing (Franconeri et al., 2021), and quantified their impact on lethal force decision making. Specifically, we extended a VR decision making task from our previous work (Gardony et al., 2022; Frontiers in VR), in which participants categorized a Soldier target advancing towards them as friendly or enemy based upon their worn camouflage pattern, overlaying continuous- and discrete-outcome framed uncertain RTAs and introducing gamification elements to encourage rapid decision making. We found that when targets were easy to distinguish, participants were more conservative when categorizing targets as enemy vs. friendly, reflecting a learned decision-making heuristic. Importantly, under conditions of relatively low perceptibility (i.e., for far-away targets), our findings suggest trust in and reliance on RTAs increased, as evidenced by attenuated conservativity that deviated from the default heuristic. These findings contribute to the emerging literature on trust in AI and have implications for the design and deployment of effective military human-AI interfaces.
Integrating Experiential Simulation into Classroom Instruction with Synthetic Experience Events
Authors: Owens Kevin , Townsend Lisa , Goldberg Benjamin
Published: June 2024

The US Military still uses a traditional instructional model that typically employs didactic methods, limited periods of active practical application, and the study of two-dimensional content with sparse generalized testing. This model of instruction has shown to produce less learning outcomes than instructional models that use more active learning methods (Hake, R. 1998; Freeman, S., et.al 2013). In addition, traditional instructional methods are incapable of developing the most important level of knowledge for military occupations, which is tacit knowledge. Research sponsored by DARPA has focused on developing tacit knowledge, and exploiting the state of flow in military education and training, which reportedly has shown significant increases in learning and performance.Experiential learning is a philosophy and well-established model of learning that precedes today’s typical industrial-era based instructional methods. Experiential learning requires learners to participate and learn in real task experiences that not only enables the learning of more declarative and procedural knowledge but with the use of new technologies and content, can develop tacit knowledge as well.This paper will discuss a continuing learning engineering effort, first tested with the US Navy and now being researched by the US Army Development Command (DEVCOM), Soldier Center (SC), Synthetic Training Technology Center (STTC), called competency-based experiential learning (CBEL). The purpose of CBEL is to advance traditional classroom learning by incorporating experiential learning, modern neuroscience and learning science, and learning technologies that together we hypothesize will develop increased occupational performance through the development of increased tacit knowledge. We will discuss at a high-level how CBEL incorporates technologies like synthetic environments, adaptive instructional systems, and a form of content called experience events to form a new model of classroom instruction
Humans, Physical Systems, Cyber Systems and Artificial Intelligence – An initial Architectural Integration
Authors: Sharples Robert
Published: June 2024

This research at Airbus DS started on 2015 with the integration of Humans into the Engineering Approach initially via Architecture Frameworks and Human Views, we then adding Human System Integration (HSI) and Human Engineering and are now moving into Physical and Cyber Systems with intelligent decision making. The aim of this research is to investigate and integrate various lines of development from Cockpit Design to Intelligent Manufacture that can have direct intelligent interaction with humans.
Human Factors Design for Particle Accelerator Control Room Interfaces
Authors: Hill Rachael , Spielman Zachary , Kovesdi Casey , Le blanc Katya , Polzin Madelyn
Published: June 2024

Fermilab, the birthplace of many scientific discoveries in physics and particle accelerator sciences, is in the midst of a widescale modernization effort. The Accelerator Control Operations Research Network (ACORN project’s goal is to modernize the accelerator control system by replacing end-of-life power supplies and enhance future operations of the Fermilab accelerator complex with megawatt particle beams. Within ACORN, opportunities for process improvement concerning software development, human-system interface design, and task performance are also being considered. Human factors researchers from Idaho National Laboratory in collaboration with usability experts from Fermilab, are currently investigating human-centered design improvements for the accelerator control system. For example, substantial tribal knowledge and memory recall are required to effectively operate the accelerator system. This contributes to high cognitive workload and potential burnout of accelerator operators. Developing guidance for consistent visual and functional design enables a more intuitive interaction and relieves operators of cognitive burden. Additionally, developing more intuitive and integrated interfaces can also lead to improved accelerator efficacy by empowering operators with greater understanding and control of the systems. The challenge in developing such interfaces is in designing for a wide variety of user goals, system specifications, and level of experience in users. The challenges need to be met while e also considering the maintainability of the control system. The purpose of this paper is to detail the human factors process and design within the ACORN project, describe results gathered thus far, and discuss the larger implications for this work.
Approach to Member Checking Support for Characterizing Team Processes with Discrepant Information about Team Roles
Authors: Bass Ellen , Xuan Wu Ya , Barnett Nathaniel
Published: June 2024

In order to determine whether a process should be improved, it is important to first be able to characterize it. The characterization process is more difficult with team processes involving multiple roles, especially when every role does not participate in and does not have complete knowledge about each task. Ideally analysts should be able to elicit process knowledge from all participating roles synchronously and with sufficient time to cover all related topics. However practical constraints limit such process knowledge elicitation sessions and therefore lead to discrepant information across data collection instances. We present an approach for automating the identification of discrepant data related to role information for the associated team process. The approach includes highlighting the strength of the evidence derived from the interviewees and thereby identifying opportunities for member checking based on conflicts between those who are classified as providing strong evidence for a particular task and based on the need for confirming information when all of the interviewees are classified as providing weak evidence for a particular task.ACKNOWLEDGEMENTSThe National Heart, Lung, and Blood Institute (NHLBI) funded this study through an investigator-initiated research grant (1R01HL153735; PI: Lane-Fall).
Design Needs and Human Factors in Electrical Conductivity and High Strength Conductor of α-Al-Graphene+GAgNPs Nanocomposites
Authors: Sunday Aigbodion Victor , Vandi Von Kallon Daramy
Published: June 2024

Globally, there is a lot of research being done to design and avoid human factors in the developing of novel conductive materials for use in the power sector. Through such testing, materials for conductors and cables are made more electrically conductive, enhancing the line's ability to transmit current and lowering transmission loss and reducing human factors. It's now possible to develop and build new materials with superior operating characteristics. This work focuses on creating technologies for producing composites made of aluminum with graphene (Gr) derived from rice husk and green synthesis silver nanoparticles (GAgNPs) as sustainable materials. In this study, an effort was made to develop novel, cutting-edge conducting nanocomposite materials. The microstructure, strength, and electrical conductivity were all identified. Al-3%Gr is refined into finer grains when 2%GAgNPs are added. The Al-3% Gr+2% Ga-NPs nanocomposite produces a higher dislocation density because of the production of sub-grains. High strength and electrical conductivity were obtained in the developed nanocomposites. It has been established that waste rice husk and green synthesis silver nanoparticles (GAgNPs) can be used as sustainable materials for producing high-strength aluminum conductors with with minimize human factor error.
Measuring nuclear control room operators’ performance in the context of overview displays
Authors: Fernandes Alexandra , Ove Braseth Alf , McDonald Robert
Published: June 2024

Overview Displays have a potential to provide a high-level, comprehensive view of complex data, systems, or processes. They are used within control room settings to facilitate a quick understanding of the overall context. There is, however, scarce documentation of the effects of the use of overview displays on human performance. We ran two studies with two different overview displays. The two studies were intended to mimic different concepts and implementations of overview displays. In Study 1 the large screen overview display used a design concept consistent with the workstation displays design. In Study 2, an alternative overview display was presented, composed of several smaller/tiled screens, being graphically inconsistent with the workstation display design (e.g. different colour codes). The results indicate that there might be a cost on performance linked to the implementation of overview displays when the different interfaces available in the control room are incongruent. These findings are discussed attending to design and human factors approaches. We conclude with a reflection over the limitations of the study and possible recommendations on the use and implementation of overview displays in new and already existing control rooms.
Digital Health Applications to Establish a Remote Pre-diagnosis through Intelligent Wearable Devices: Enhancing Healthcare Accessibility in China
Authors: Pan Yangyang , Liu Yanchi , Pan Dai , Chen Yuting
Published: June 2024

The study explores the applications of intelligent wearable devices in digital health, particularly focusing on remote pre-diagnosis in the context of medical tourism. By thoroughly analyzing current practices and applications of wearable devices and identifying existing research gaps, the study aims to provide valuable insights into their potential in the field of medical care. While there is existing literature that covers the technical aspects of wearable devices and their general applications in chronic disease management, there is still a noticeable gap in terms of in-depth analysis of the medical care-seeking process and comprehensive exploration of their potential in remote diagnosis, especially in the pre-diagnosis phase.This research gap highlights the need for further exploration of the role of intelligent wearable devices in facilitating remote diagnosis. Such devices help bridge healthcare professionals and patients. Through in-depth case studies that identify their values and limitations, this study can provide possible applications of intelligent wearable devices for remote pre-diagnosis. The significance of the research lies in its potential to address urgent social issues, such as the strain on healthcare resources due to medical tourism, and to underscore the relevance of technology and design practice in creating a medical care experience that is both effective and meaningful. By exploring the new applications of intelligent wearable devices, this study contributes to optimizing traditional medical treatment processes and enhancing access to care through the integration of technology-driven solutions and future mobility.
Humanizing X-Ray Services for Children with Cerebral Palsy: A Holistic Approach to Functionality, Usability and Aesthetics
Authors: Antonio Diez - De Pablos José , Martí Bonmati Luis , Palomares Nicolás , Espíritu García-molina Ignacio , Mollá-doménech Fernando , Atienza Carlos , Carles Diaz Orlando , Morales Casas Adrian , Laparra Jose
Published: June 2024

The adequate acquisition of X-ray images is crucial for effectively monitoring and treating patients with significant spinal deformities, particularly those with mobility limitations, mainly children. Patients with these considerations include individuals with cerebral palsy, who face additional challenges in doctor-patient interactions due to speech and cognitive restrictions. Moreover, patients with spasticity resulting from paralysis may exhibit uncontrollable limb movements.In the absence of suitable devices forcing patients to maintain a stable seated position during imaging, they often adopt inadequate postures, risking misdiagnosis and unnecessary radiation exposure if exam repetition is needed. To address this issue, an X-ray Sitting Support device has been designed to accommodate patients with these pathologies and ensure high-quality radiographic images while prioritizing patient safety and comfort.The development of the X-Ray Sitting Support device was based on a Human Factors plan and User Experience methodologies, with an iterative process focusing on physical ergonomics, usability, and patient acceptance. Feedback from patients, medical personnel, and caregivers was integrated throughout the design process, from defining requirements to real-world prototype validation. This comprehensive approach ensured that the imaging sitting support met the needs of both patients and medical professionals, enhancing the effectiveness and safety of radiological examinations for individuals unable to stand.
Enhancing Canine Musculoskeletal Diagnoses: Leveraging Synthetic Image Data for Pre-Training AI-Models on Visual Documentations
Authors: Thissen Martin , Ngoc Diep Tran Thi , Joel Schönbein Ben , Trapp Ute , Esteve Ratsch Barbara , Egner Beate , Piat Romana , Hergenröther Elke
Published: June 2024

The examination of the musculoskeletal system in dogs is a challenging task in veterinary practice. The careful diagnosis as well as the evaluation of very complex findings is getting increasingly important. Therefore, a novel method has been developed that enables efficient documentation of a dog's condition through a visual representation. However, since the visual documentation is new, there is no existing training data. The objective of this work is therefore to mitigate the impact of data scarcity in order to develop an AI-based diagnostic support system that can provide veterinarians with accurate predictions. To this end, the potential of synthetic data that mimics realistic visual documentations of diseases for pre-training AI models is investigated. Specifically, this work explores whether pre-training an AI model with synthetic data can improve the overall accuracy of canine musculoskeletal diagnoses.We propose a method for generating synthetic image data that mimics realistic visual documentations. Initially, a basic dataset containing three distinct classes is generated, followed by the creation of a more sophisticated dataset containing 36 different classes. Both datasets are used for the pre-training of an AI model, adapting it to the domain of visual documentations. Subsequently, an evaluation dataset is created, consisting of 250 manually created visual documentations for five different diseases. This dataset, along with a subset containing 25 examples, serves as the basis for evaluating the efficacy of pre-training an AI model on synthetic data.The obtained results on the evaluation dataset containing 25 examples demonstrate a significant enhancement of approximately 10% in diagnosis accuracy when utilizing generated synthetic images that mimic real-world visual documentations. However, these results do not hold true for the larger evaluation dataset containing 250 examples, indicating that the advantages of using synthetic data for pre-training an AI model emerge primarily when dealing with few examples of visual documentations for a given disease. This implies that the use of synthetic data may not be necessary for diseases with many visual documentation examples.Overall, this work provides valuable insights into mitigating the limitations imposed by limited training data through the strategic use of generated synthetic data, presenting an approach applicable beyond the canine musculoskeletal assessment domain.