bluuebunny/crossref_metadata_2025 huggingface dataset:
Exploring the Emergent Perception of Haptic Beats from Paired Vibrotactile Presentation
Authors: Yang Shiyan , Tippey Kathryn , Ferris Thomas K.
Published: October 2014

Haptic beats, an analogous presentation to auditory beats, can be generated when a vibrotactile actuator is driven by a signal that contains two different activation frequencies. In contrast to a combined signal stimulating one location, this study explored to what extent haptic beats can be perceived as an emergent property when separate body locations are stimulated at two different frequencies. Consistent with previous findings, haptic beats were reliably perceived with paired presentations on the same fingertip; previously-unexplored locations on the palm, wrist, and elbow also supported the perception of beats. However, haptic beats were not perceived when stimuli were presented to distant locations, such as on different hands, suggesting that haptic beats most likely involve a localized mechanical integration rather than neural integration. These results have implications for the design of complex haptic displays for various domains, such as driving, navigation, medicine, and immersive virtual reality.
Investigating Effects of Task-related Factors in Pinch Gestures for Multi-touch Applications
Authors: Lin Cheng-Jhe
Published: October 2014

Using pinch gestures, i.e., using finger span and hand location to control the size and location of the object simultaneously, is a popular type of interaction in multi-touch applications. However, there is a lack in literature regarding effects of moving amplitude, direction, and target width on performance in time and accuracy for pinch operations. The current study recruited 27 participants to perform a realistic 2D synchronous pinch task with various amplitudes, directions, and target width settings. The results showed that the moving amplitude only affected time but not accuracy, while the direction and target width influenced both. Users tended to perform accurate pinch operations when the target is small, while their accuracy was limited possibly due to biomechanical factors when the target is large. The study also found diagonal movements were beneficial for pinch operations in accuracy, while time performance of lower-right movements in pinch gesture suffered from blocking effect. Implications of those findings in design of multi-touch applications are discussed.
Display Optimization for ICG Medical Imaging
Authors: Flinn Jeff T. , Miller Amie , Saxe Jonathan M. , Cao Caroline G. L.
Published: October 2014

A medical imaging technique known as Indocyanine Green (ICG) fluorescence cholangiography can potentially improve safety and reduce cost in minimally invasive surgery, but is not widely used. Refinement of existing ICG imaging prototypes would facilitate more widespread use of the technology. The goal of this research was to optimize the display of an ICG imaging prototype, post-hoc. Images produced by the prototype were systematically manipulated by altering brightness and contrast levels, and corresponding changes in perceived image quality were measured. Results showed that perceived image quality increased when either brightness or contrast of the original image was increased by 10% and 20%, respectively. With high quality images, similar manipulations of brightness or contrast did not improve the perceived image quality, nor did they degrade the perceived image quality significantly. These adjustments are expected to increase the overall clinical utility of the prototype as the perceived quality of the images most in need of improvement was enhanced.
The Effects of Stereoscopic Depth on Vigilance Task Performance and Cerebral Hemodynamics
Authors: Greenlee Eric T. , Funke Gregory J. , Warm Joel S. , Finomore Victor , Patterson Robert , Barnes Laura E. , Vidulich Michael A. , Funke Matthew E.
Published: October 2014

The current study examined the effect of stereoscopic depth cues on vigilance performance and cerebral hemodynamics as reflected in cerebral bloodflow velocity (CBFV). During a 40 min continuous vigil, participants took the role of a flight engineer in a simulated fuel transfer task involving a circular gauge in which a vertical line was embedded. In a 2D condition, critical signals for detection were cases in which the vertical line was tilted slightly to the right. In a 3D condition, a stereoscopic display projected a 3D image in which critical signals were cases wherein the vertical line appeared to be located in front of the circular gage. The overall level of signal detections was greater in the 3D than in the 2D condition. Moreover, detection scores in the 2D condition showed the vigilance decrement, a temporal decline over time, while those in the 3D condition maintained relative stability. In both conditions, CBFV was greater in the right than in the left cerebral hemisphere and declined significantly over time. The results provide the the initial demonstration that 3D displays can enhance performance in tasks requiring sustained attention and that right hemispheric control may be involved in vigilance performance with both 2D and 3D stimuli.
Representation of Radar Image’s Timestamp in the Cockpit
Authors: Hua Lesheng , Ling Chen , Thomas Rickey
Published: October 2014

Data-linked mosaic NEXRAD images can be more than 14 minutes old by the time they reach the cockpit for use by pilots (Elgin & Thomas, 2004; Novacek et al., 2001; Yuchnovicz et al., 2001). Unfortunately, research has indicated that pilots may not be fully aware of the delay (Yuchnovicz etc., 2001) and that it can adversely affect their decision-making and performance (Chamberlain & Latorella, 2001). The experiment reported here evaluated the effects of three types of timestamp representation methodologies on participant’s accuracy for quick assessments of delay of NEXRAD mosaic radar images. The three types of timestamps investigated were “direct age”, “clock” and “UTC” with three levels of delay (short, medium and long). Twenty-one participants compared two radar images, via their timestamps, to determine which one was more recent. The results indicated that “direct age” timestamp resulted in the highest accuracy and fastest response time, and was considered as intuitive and easy to perceive for participants.
Reproduction of Displacement with Haptic Feedback in 3D Space
Authors: Wang Jinling , Cao Caroline G.L.
Published: October 2014

This paper studied the ability of human subjects to replicate hand displacements in the contralateral limb. In this task, the subject was asked to use the dominant hand to replicate the direction and distance of displacement felt by the non-dominant hand while a force was applied to the dominant hand. A three-factor within-subject repeated measures design was used. The three factors were force type (no force, small constant force, large constant force, small spring force, and large spring force), direction (right, left, up, down, front, and back), and distance (40 mm, 60 mm, and 70 mm). Each combination of factors was repeated 5 times so that each subject performed a total of 450 trials, in a randomized order. The results confirmed that human subjects are able to replicate the displacements and a better performance could be achieved when a resistance force was applied on the dominant hand. Performance of the task in the right and left directions was poor compared to the other four directions. On average, subjects overestimated the displacement except for movements to the right of body midline. The implications for self-tuning in haptic perception are discussed in the context of surgical simulation and training.
Crossmodal matching
Authors: Pitts Brandon J. , Sarter Nadine B.
Published: October 2014

Multimodal displays, i.e., displays that distribute information across multiple sensory channels (mainly vision, hearing, and touch), have received considerable attention in recent years. To be effective, their design needs to be based on a firm understanding of how information is processed both within and across modalities. However, most studies on crossmodal information processing, to date, suffer from a methodological shortcoming: they fail to perform crossmodal matching to ensure that modality is not confounded with other stimulus properties, such as salience. One reason for this shortcoming is the fact that there is no agreed-upon crossmodal matching technique, and that existing approaches suffer from limitations. The goal of the present study is to develop and validate a more reliable crossmodal matching method that employs repeated matching. To this end, six participants were asked to use this technique and match a series of 54 modality pairings involving vision, audition, and touch. Results show that the intra-individual variability of participants’ matches was significantly less than observed in an earlier technique that involved bidirectional matching and visual feedback. The findings from this research confirm the need for improved crossmodal matching procedures and for employing them in advance of conducting experiments on multisensory information processing.
Creation and Validation of a Perceptual-Cognitive Skills Competency Model
Authors: Vogel-Walcutt Jennifer J. , Malone Naomi
Published: October 2014

The goal of this project was to create a stage model that can assist instructors in assessing the skill level of Marines working toward mastery in the area of perceptual-cognitive skills. Specifically, this paper describes the design, development, and validation process we followed to create a competency model that defines the levels of performance and behaviors required to develop expertise in each of the taxons delineated in the Perceptual Training and Skills Taxonomy. The paper begins with a description of how the model fits into the overall project and then provides a rationale for the model based on existing research. Following initial development, focus groups were used to validate the Competency Model of Perceptual-Cognitive Skills with experienced military personnel and ensure that it not only reflects current literature but also accurately depicts real-world situations.
The Effects of a Workload Transition on Stress over Time
Authors: Prytz Erik , Scerbo Mark W.
Published: October 2014

The present study explored the effects of a workload transition on three dimensions of stress: task engagement, distress, and worry. Previous research on the effects of workload transitions has generated conflicting results. It was suggested that the concept of a continuous stress appraisal process could potentially resolve these prior conflicting results. A digit-processing task with high and low task demands was used to test this suggested explanation. Subjective reports of stress were measured both one minute and six minutes posttransition to show changes over time. The results showed that a workload transition affects each of the three stress dimensions differently such that task engagement declined over time, distress decreased following a high-to-low transition six minutes posttransition, and worry increased following a transition. These results suggest that distress and worry are more sensitive to workload transitions than task engagement. Further, the appraisal process may partially explain the prior conflicting findings by accounting for changes in stress over time.
Cyber Vigilance
Authors: Sawyer Ben D. , Finomore Victor S. , Funke Gregory J. , Mancuso Vincent F. , Funke Matthew E. , Matthews Gerald , Warm Joel S.
Published: October 2014

Cyber security operators in the military and civilian sector face a lengthy repetitive work assignment with few critical signal occurrences under conditions in which they have little control over what transpires. In this sense, their task is similar to vigilance tasks that have received considerable attention from human factors specialists in regard to other operational assignments such as air traffic control, industrial process control, and medical monitoring. Accordingly, this study was designed to determine if cyber security tasks can be linked to more traditional vigilance tasks in regard to several factors known to influence vigilance performance and perceived mental workload including time on task, the probability of critical signal occurrence, and event rate (the number of stimulus events that must be monitored in order to detect critical signals). Consistent with the results obtained in traditional vigilance experiments, signal detection on a 40-minute simulated cyber security task declined significantly over time, was directly related to signal probability, and inversely related to event rate. In addition, as in traditional vigilance tasks, perceived mental workload in the cyber task, as reflected by the NASA Task Load Index, was high. The results of this study have potential meaning for designers of cyber security systems in regard to psychophysical factors that might influence task performance and the need to keep the workload of such systems from exceeding the information processing bounds of security operators.
Attentional Capture for Simple Shapes from Gamified Visual Search Training
Authors: Palmer Evan , Davies Lindsey , Nguyen Duy , Berndt Marcus , Miranda Andrew
Published: October 2014

Attentional capture is a phenomenon in which rewarded stimuli become more salient, automatically drawing attention when encountered later. Attentional capture can be reliably produced in the laboratory, usually by paying participants money for finding certain targets in a visual search task (Anderson, Laurent, & Yantis, 2011). We have recently shown that attentional capture can also be produced by presenting tasks in a videogame-like format, with points and sound effects serving as the rewards in place of money (Miranda & Palmer, 2014). In the current study, we apply gamified attentional capture training to the automatic processing of target shapes rather than target colors. Participants were rewarded for locating certain shapes in a training phase and then in a later test phase (during which shape was irrelevant to the task) participants were significantly slower to identify oddball color targets if a previously rewarded shape was present as a distractor. This demonstrates that participants’ visual systems learned to prioritize processing of rewarded shapes and automatically attend to them even when they were irrelevant to the task. Implications of this work for training of socially critical visual search tasks is discussed.
Evaluation of Stability and Effect of Gripping Method on a Laser-Induced Liquid Jet Hand Applicator for Usability Improvement
Authors: Kato Takashi , Arafune Tatsuhiko , Washio Toshikatsu , Yamauchi Yasushi , Nakagawa Atsuhiro , Ogawa Yoshikazu , Tominaga Teiji , Sakuma Ichiro , Kobayashi Etsuko
Published: October 2014

We developed a pulsed laser-induced liquid jet (LILJ) system to dissect tumor tissues while preserving fine blood vessels within deep and narrow working spaces and evaluated its utility and safety. However, the hand applicator of LILJ is heavy for the operator because of the torque generated by some of the accessories. Consequently, the operator cannot work with precision. To overcome this problem, we ergonomically redesigned the hand applicator of LILJ. Here, we report an assessment of the redesigned hand applicator’s usability and stability that were evaluated by using the torque generated around the center of gravity of the hand applicator and the hit probability. We considered the load on the hand by force measured using a force-sensitive sensor attached to the hand applicator. We showed that three out of five subjects were able to generate enough force equally to stabilize the position of the proposed hand applicator after a disturbance was generated and were able to reduce the force enough to control the disturbance.
Are Human Factors Professionals Needed for Product Development?
Authors: Herbst Walter
Published: October 2014

Walter Herbst was invited by the Product Design Technical Group to give a keynote address on product development at the first of the Group’s meeting sessions. As an expert in product development, he has a long career in both industry and academia. His presentation focusses on the product development cycle and the roles of Industrial Design and of Human Factors in supporting it. His perception of Human Factors’ role may challenge your current thinking about it.
Older Adults’ Perceptions of a Neckwear Health Technology
Authors: Gonzalez Elena T. , Jones Adrienne M. , Harley Linda R. , Burnham Daniel , Choi Young Mi , Fain W. Brad , Ghovanloo Maysam
Published: October 2014

Many gerotechnology devices are intended to help older adults improve health self-management and maintain independence. By including older adults throughout the design process, health technologies can be designed to meet their unique needs and preferences. This study investigated older adults’ perceptions of prototypes for a Wireless Event detection and Adherence Monitoring System (WEAMS). The WEAMS is a neckwear technology that would have the capability to assist with managing medication, tracking activity levels, and detecting falls. Twelve older adults ( Mage = 77.7; SD = 7.13; 9 female, 3 male) completed in-home interviews on wearable health technologies and evaluated three non-functioning WEAMS prototypes on various aspects of ease of use, comfort, and desirability. Participants preferred prototypes with discrete design features and that were easy to put on and take off. Open-ended participant comments revealed a strong preference for the system to blend in with the user’s attire and not draw unwanted attention. Moreover, this study found perceived need to be an important factor in older adults’ acceptance of the WEAMS. Findings from this study will guide the design of the WEAMS neckwear and future wearable health technologies.
Human Factors Considerations in the Design of Wearable Devices
Authors: Motti Vivian Genaro , Caine Kelly
Published: October 2014

Wearable devices have great potential to support several application domains ranging from medical and safety critical, to leisure and entertainment. Wearable devices’ solutions are promising, and extensive research has been conducted in this domain since the early 90’s. However most of these works focuses on the feasibility of individual solutions. As such, the human aspects are often neglected, which can decrease not only the acceptance levels for novel devices, but also their sustained engagement. To facilitate the consideration of human factors in the early design stage, we present and define a list of 20 human-centered design principles. We explain how each principle can be incorporated during the design phase of the wearable device creation process. By adopting these principles, we expect practitioners to achieve better wearable solutions, improving the user acceptance, satisfaction and engagement for novel applications.
Consumers’ Perceptions About Autopilots and Remote-Controlled Commercial Aircraft
Authors: Mehta Rian , Rice Stephen , Winter Scott R. , Oyman Korhan
Published: October 2014

Trust, willingness, and comfort to fly on an airliner is a large factor in the consumer’s travel plan decision process. This research aims to further understand consumers’ opinions on the set-up of the cockpit in terms of number of pilots, and seeks establish a line of studies geared towards the development of future cockpit set-ups. The foundation of which will be invaluable to the future of the aviation industry, and could potentially be the stepping-stone to the future. The study asks participants from the United States and India to rate their trust, willingness and comfort to fly on a commercial flight piloted by three different cockpit scenarios: a traditional two pilot cockpit; a hybrid with one pilot in the cockpit and one remote control pilot on the ground; or two remote control pilots on the ground. The research shows, as predicted, that participants would trust the traditional set-up more than the hybrid mix, while having negative feelings of trust towards the completely automated aircraft with two remote control pilots on the ground.
Initial Biomechanical and performance implications of weapon design
Authors: Stone Richard T. , Mayer Rob , Rosenquist Bryce
Published: October 2014

Considerable debate exists among police and military professionals regarding the differences between conventional configuration weapons, where the magazine and action are located ahead of the trigger, and bullpup configuration, where they are located behind the trigger (closer to the user). To date, no published research has attempted to evaluate this question from a physical ergonomics standpoint, and the knowledge that one style might improve stability, reduce fatigue, or result in superior performance is of interest to countless military, law enforcement, and industry experts. In this study, a live-fire evaluation of both weapon styles was performed using a total of 48 participants. Shooting accuracy and fluctuations in biomechanical stability (center of pressure) were monitored while subjects used the weapons to perform standard drills. The bullpup weapon designs were found to provide a significant advantage in both respects, even while subjects showed considerable preference toward the conventional weapons. Although many mechanical and maintenance issues must be considered before committing to either platform, it is clear in terms of basic human stability that the bullpup is the more advantageous configuration.
Effects of target location and display position on touch performance of desktop touchscreen interface
Authors: Kang Hwa-yeong , Shin Gwanseob
Published: October 2014

Finger touch interface has been less popular for desktop touchscreens than for mobile IT devices, and it could be attributable to difficulties in reaching and conducting touch gestures comfortably and accurately. In the current study, performance variation of tap gesture by target location and display position was quantitatively evaluated to generate empirical data that can be used to determine proper target location and display position for improving usability of desktop touchscreen interface. Twenty one participants in three handedness groups participated in a laboratory experiment. Touch error, time to complete a single tap gesture, and a hand of choice for tap gesture were measured while conducting repetitive tap gestures on fifteen distributed targets in two positions (upright, near flat) of a 23” touchscreen display. Results found significant differences (p<0.05) in the performance measures and hand preference between target locations. Greater touch error and shorter completion time were observed from targets on the lower area of the display. To improve the usability of desktop touchscreen, it is recommended to place targets in lower areas with larger sensing area or target size. It is also recommended to determine proper target location and size depending on user’s individual handedness.
Informing the Use of Vibrotactile Feedback for Information Communication
Authors: Wang Yulin , Millet Barbara , Smith James L.
Published: October 2014

Feedback is important for Human Factors and Human-Computer Interaction designs. Since vibrotactile feedback has its own advantages such as no requirements of visual/auditory attention and robustness to surrounding noise, it is a valuable alternative to visual and auditory feedback designs. A literature review was conducted on empirical vibrotactile studies. Based on the 24 studies identified, a statistical analysis was conducted to investigate user performance across vibrotactile designs. Results indicated that using on/off vibration feedback for notification of new events resulted in the fastest responses ( M = 1.1 sec.). In contrast, mapping vibrations to complex information yielded slower responses ( M = 3.0 sec.) but still high accuracy (~84.8%). Moreover, no significant moderator effect of decision complexity, cue availability, decision urgency, and vibration location was found. Overall, the study findings can shed light on further vibrotactile designs for information communication. Results also provide references for measuring user performance of such designs.
Child Injury
Authors: Wogalter Michael S. , Laughery Kenneth R. , Vredenburgh Alison G. , Deppa Shelley Waters , Lueder Rani , Zackowitz Ilene B.
Published: October 2014

A set of cases concerning child injury is described in which there are several human factors/ergonomics (HFE) issues. Each panelist describes an injury or death of a child with a brief overview of the events that occurred. Major HFE issues are presented and discussed using the framework of the hazard-control hierarchy of designing out, guarding against, and warning about hazards. Consideration is not only given to children but also caretakers in the design of useable and safe products. A secondary purpose of the panel is to discuss interest in forming a special interest or technical group on children’s HFE issues.
Hunting From Elevated Tree Stands
Authors: Vigilante William J. , Reeves Patrick , Lim Raymond
Published: October 2014

This study sought to identify hunters’ attitudes and practices with respect to the use of personal fall arrest systems (PFAS) when hunting from elevated stands. Hunting is a popular recreational activity in the United States (US). The use of elevated stands (e.g., treestands) provides hunters with several advantages in hunting large game animals, such as deer. However, hunting from an elevated position creates a hazard and the potential for serious injury or death should the hunter fall while climbing into or out of the stand or is positioned in the stand. Hunters in Pennsylvania were surveyed regarding their hunting practices, their attitudes regarding the use of PFAS when hunting with elevated stands, reasons why they do not always use a PFAS when hunting with an elevated stand, and their prior experience with falls from elevated hunting stands. Although the results varied based upon the hunter’s activity with the stand, a majority of the hunters surveyed reported not always using PFAS and that a significant percentage of hunters never use a PFAS when hunting from an elevated stand. The survey respondents reported several reasons for not always using a PFAS, including: time, cumbersome, hinders movement, do not think about it, and difficult to use. Prior surveys involving hunters have shown comparable trends and are discussed within the paper. Suggestions for future research are discussed.
The effect of humoristic vs. dramatic animation-based warnings
Authors: Duarte Emília , Noriega Paulo , Calhandro Ana , Rebelo Francisco
Published: October 2014

This exploratory research compared participants’ (N=60) perception of several aspects and preference of two animation-based warnings which differ on the finale (dramatic versus humoristic). The warnings’ purpose is to alert to the hazard of falling onto the train tracks when standing near the edge of the platform, at a subway station. The main difference between both finales rests on how the consequences of the fall are depicted. In the dramatic finale, the main character is ‘sacrificed’; he/she suffers severe or deadly injuries (blood). In the humoristic one, the main character survives the crash and is seen sliding down the front screen with a silly expression on its face. The dramatic finale was the most preferred. The warning with the dramatic finale received significantly higher ratings than the one with the humoristic finale regarding attention capture, understandability, explicitness and the inverse for willingness to comply. No statistically significant differences were found for risky behavior, hazard perception, injury likelihood and severity. Implications for the design of animation-based warnings are discussed.
Rapid Semantic Annotation as an Evaluative Tool for Warning Symbol Design
Authors: Piper Adam K.
Published: October 2014

A key step in the stereotype production method, and in other methods of warning symbol development, is the evaluation of symbol sketches produced by naïve design participants. These sketches provide valuable insight into the expectations of potential warning symbol users about the content and design of the symbol. Until recently, the symbol development process depended heavily on designers’ expertise to judge the intent of a participant’s sketch and its similarities to other participants’ drawings. However, mathematical and computational techniques have been introduced that assist symbol designers by clustering similar sketches by their graphical attributes and evolving new designs from prior sketches based on the most preferred symbolic components. Semantic annotation is used to attach standardized descriptive terms to the sketches which the clustering process uses to discriminate between the otherwise very subjective symbol drawings. Unfortunately, semantic annotation can be a lengthy process of annotators studying the nuances of each sketch. This is incongruent with the real-world usage of warning symbols where an individual’s attention is fixated on a symbol for only a few seconds during which time the message must be received. The process of Rapid Semantic Annotation is proposed to better match the field experience of symbol users to the design process and to reduce the designers’ time spent on semantic annotation. Symbol sketches for two warning referents (“hot exhaust” and “do not touch with wet hands”) were taken from a previous study involving semantic annotation by an expert panel. Thirty sketches were randomly chosen from a larger pool for each referent and presented independently to 6 participants. Participants were given only 5 seconds to view the sketch before recording their semantic annotations in the form of textual terms (e.g. “person” or “flame”). A list of these “attributes” was aggregated from all participants for each of the 30 sketches in a referent, and an annotation matrix was created containing the count (0-6) of participants who annotated each attribute for each sketch. In total, 54 attributes were annotated for the “Hot Exhaust” referent (a 30 x 54 matrix) and 37 attributes were annotated for the “Wet Hands” referent (a 30 x 37 matrix). Weka Simple K-Means clustering was performed on the matrices, and the clustering results are compared to the results produced from the expert panel semantic annotation in the previous study.
A Computerized Operator Support System Prototype
Authors: Ulrich Thomas A. , Lew Roger , Boring Ronald L. , Thomas Ken
Published: October 2014

A computerized operator support system (COSS) is proposed for use in nuclear power plants to assist control room operators in addressing time-critical plant upsets. A COSS is a collection of technologies to assist operators in monitoring overall plant performance and making timely, informed decisions on appropriate control actions for the projected plant condition. A prototype COSS was developed in order to demonstrate the concept and provide a test bed for further research. The prototype is based on four underlying elements consisting of a digital alarm system, computer-based procedures, piping and instrumentation diagram system representations, and a recommender module for mitigation actions. The initial version of the prototype is now operational at the Idaho National Laboratory using the Human System Simulation Laboratory.
Simulator Evaluation of an Integrated Road Safety Training Program
Authors: Yamani Yusuke , Samuel Siby , Fisher Donald
Published: October 2014

Younger drivers aged 16 to 18 show disproportionately higher crash rates than middle-aged drivers, partly due to a decrement in their abilities to anticipate latent hazards, mitigate hazards and maintain attention on the forward roadway. Training programs have been developed to train novice drivers on each of the specific skills, hazard anticipation (RAPT), hazard mitigation (ACT), and attention maintenance (FOCAL). The current study both measures the effectiveness of a novel integrated training program (SAFE-T) that takes only a third as long to complete as do the three individual training programs and determines if integrating the training of all three higher cognitive skills will yield results comparable to the existing programs. The results indicated that drivers in the SAFE-T-trained group were significantly more likely to anticipate hazards, quicker and more effective at responding to hazards, and more likely to keep glance durations under a critical threshold of 2 seconds as compared to drivers in the placebo-trained group. Moreover, the results suggest that the SAFE-T training program can effectively reduce the time of the overall training and maintain effect sizes comparable to those of the previous programs.
Early-Stage Design and Evaluation for Nuclear Power Plant Control Room Upgrades
Authors: Boring Ronald L. , Joe Jeffrey C. , Ulrich Thomas A. , Lew Roger T.
Published: October 2014

As control rooms are modernized with new digital systems at nuclear power plants, it is necessary to evaluate operator performance with these systems as part of a verification and validation process. While there is regulatory and industry guidance for some modernization activities, there are no well defined standard processes or predefined metrics available for assessing what is satisfactory operator interaction with new systems, especially during the early design stages. This paper proposes a framework defining the design process and metrics for evaluating human system interfaces as part of control room modernization. The process and metrics are generalizable to other applications and serve as a guiding template for utilities undertaking their own control room modernization activities.
The Effects of Age and Working Memory Demands on Automation-Induced Complacency
Authors: Leidheiser William , Pak Richard
Published: October 2014

Complacency refers to a type of automation use expressed as insufficient monitoring and verification of automated functions. Previous studies have attempted to identify the age-related factors that influence complacency during interaction with automation. However, little is known about the role of age-related differences in working memory capacity and its connection to complacent behaviors. The current study aims to examine whether working memory demand of an automated task and age-related differences in cognitive ability influence complacency. Higher degrees of automation (DOA) have been shown to reduce cognitive workload and may be used to manipulate working memory demand of a task. Thus, we hypothesize that a lower DOA (i.e. information acquisition stage with lower level) will demand more working memory than a higher DOA (i.e. decision selection stage with higher level) and that a lower DOA will result in a greater difference in complacency between age groups than a higher DOA.
The Impact of Cognitive Fatigue on Age-related Differences in Neuromuscular Function
Authors: Shortz Ashley E. , Mehta Ranjana K.
Published: October 2014

Fatigue is a multifactorial phenomenon including both cognitive and physical components. While age-related changes in neuromuscular function due to physical fatigue are well investigated, the effects of cognitive fatigue on neuromuscular function in older adults are unclear. The purpose of this study is to describe the methodology to examine the influence of cognitive fatigue on age-related changes in neuromuscular function and associated prefrontal cortex (PFC) activity. 4 younger and 1 older females underwent a 60-minute quiet session (control) and 60-minute cognitive fatigue session prior to a moderate intensity fatiguing handgrip exercise. An integrated neuroergonomic approach for collecting brain and muscle activity, cardiovascular responses and fatigue-related self-reports are described. Expected outcomes from this neuroergonomic investigation will provide the rationale for developing training and rehabilitative interventions for promoting both brain and body health to improve physical competencies in older adults.
Gesture as a Window and a Tool
Authors: Trowbridge Francis A.
Published: October 2014

Gestures can give us a window in to the thought processes of the gesturer, and gesture production can impact the thought processes of the gesturer. Working from the gestures-as-simulated-action framework (Hostetter and Alibali, 2008), possible explanations for mechanisms by which this might occur are explored. These include that gestures can add action to the gesturer’s conceptual knowledge structure, that there is effort involved in inhibiting gesture, and that gesture can serve as a supplemental resource with which to interact with information. An important applied consideration of this work is whether these mechanisms operate to different extents in spontaneous gestures and induced gestures. Evidence for these perspectives and previous research on how gestures relate to the thoughts of those producing them is summarized, and a new experiment is proposed to extend this understanding. Applications of our knowledge about gestures are discussed in the context of psychological research methods, and user interaction.
I Was Blind but Now I See
Authors: Welk Allaire K. , Creager James H. , Gillan Douglas J.
Published: October 2014

Previous inattentional blindness research suggests that unexpected events may be cognitively processed atsome level, but typically have difficulty reaching consciousness. The present study aims to investigate ifand how primary-task relevance of an unexpected event contributes to individuals’ ability to thoroughly process and subsequently identify the event. Participants performed a dynamic, computer-based target-monitoring task, in which unexpected events occasionally occurred. Primary task performance and theability to correctly identify unexpected changes were recorded. Results indicate that when unexpectedevents contained information that was relevant to the primary target-monitoring task, they were morefrequently identified. Additionally, in conditions of task relevance, participants were more confident intheir ability to recognize unexpected events accurately. Applications of these data include interface design,improved safety in highway design, and enhanced training programs for dynamic visual monitoring taskssuch as air traffic control.
An Investigation of the Effectiveness of Navigational Aids in a Virtual Environment
Authors: Gramopadhye Neil , Madathil Kapil Chalil , Bertrand Jeffery , Blair Christopher Shannon
Published: October 2014

Past research emphasizes the potential of using Virtual Reality (VR) in education because of its ability to provide the user with a sense of immersion that promotes learning and growth. However, navigation in this environment has been found to be challenging. To address this issue, this pilot study developed a virtual reality based application to reinforce the knowledge of safety protocols in a manufacturing setting. This environment included a simulated assembly line, and participants were asked to identify and tag hazards including virtual workers committing safety violations. This research then investigated the effectiveness of four navigational aids using a between-subjects experimental design. Twenty participants underwent video-based training focused on potential safety violations in a manufacturing environment. They were subsequently exposed to the virtual environment and provided with training in identifying and classifying violations. The participants were then asked to identify safety hazards that were placed throughout the virtual manufacturing facility. The dependent variables included the time spent in the virtual environment, the number of violations identified, eye gaze measures, the NASA-TLX workload, and computer systems usability measures. Statistically significant differences were found for the dependent measures of number of violations identified, workload and usability. The results suggest that both maps and arrows embedded on the floor have the potential to enhance usability with reduced workload.
Comparing the Use of Active versus Passive Navigational Tools In a Virtual Desktop Environment via Eye Tracking
Authors: Barber Terri , Bertrand Jeffrey , Christ Caroline , Melloy Brian J. , Neyens David M.
Published: October 2014

Through technological advancements, the use of virtual environments (VE) in education and training has increased. One challenge that users face is the task of navigation in virtual environments. This research investigates navigation within a virtual environment and how users utilize different navigational tools. Navigational tools are categorized as either active or passive, based on the type of information that they present. The goal of this study was to determine if there are differences in the ways that users use passive and active navigational tools. This study was conducted by collecting eye fixations and fixation durations while participants used a navigation tool in completing a task in a VE. Results revealed no significant difference between percentage of fixations and fixation durations and future research should investigate the comparison of active and passive navigational tools in more complex virtual environments.
The Effect of Job Performance Aids on Quality Assurance
Authors: Fosshage Erik
Published: October 2014

Job performance aids (JPAs) have been studied in a variety of disciplines and for many different types of tasks, yet this is the first known research experiment using JPAs in the quality assurance (QA) context. The objective was to assess whether a JPA has an effect on the performance of a QA observer in the concurrent dual verification construct using a simple checklist for a basic assembly task. Results show that the JPA has only a limited effect, however there were three significant findings that may draw interest from a variety of practitioners. First, a novel testing methodology sensitive enough to measure the effects of a JPA on performance was created. Second, the discovery that there are different probabilities of detection for different types of error and their impact on the QA context may be the most far-reaching result. Third, these results highlight the limitations of concurrent dual verification as a control against defects.
The Sustainability of FAR Part 117
Authors: Rudari Lukas , Sperlak Lauren A. , Geske Robert C. , Jones Gilbert E. , Johnson Mary E.
Published: October 2014

The Federal Aviation Administration addressed fatigue risk for Part 121 pilots in 14 C.F.R. Part 117, which came into effect in January 2014. Fatigue jeopardizes safety in the sense that it increases the likelihood for pilot error which could potentially lead to an accident. The new regulations recognize for the first time risks to safety such as changes to natural circadian rhythms and “jetlag”. A sustainability analysis was conducted for the new rest requirements which required a systematic approach to address the four key components of sustainability: economic, social, environmental, and organizational. This analysis primarily focuses on organizational aspects of 14 C.F.R. Part 117 sustainability. This study analyzed responses from 53 self-identified non-pilots (i.e. management, maintenance, safety personnel) to determine their perceptions of the new rest requirements for pilots in the industry. The responses indicate that there is a slight increase in perceived overall safety; however, the respondents reported that this new regulation would have a slightly negative effect on the organizational operations.
Wash Away Your Troubles
Authors: Welk Allaire K. , Stokes Thomas A. , Zielinska Olga A. , Mudrick Nicholas
Published: October 2014

An existing car wash user interface was evaluated and redesigned to improve novice and experienced-user performance by implementing human factors methods. Researchers conducted a heuristic evaluation, user needs, environmental, and task analyses to outline usability issues within the existing system, in addition to critical considerations regarding the redesign. Results revealed five areas of difficulty within the existing system: organization, visibility, visual distractions, system feedback, and error correction. Researchers generated design strategies to mitigate the aforementioned areas of difficulty, and incorporated them into prototype iterations. A/B usability testing was conducted with the prototype iterations to compare novice and experienced-user performance with horizontal and vertical navigation bars containing and excluding price information. Results indicated that overall the revised system was a success, with the horizontal no price iteration being most effective. However, there were several remaining areas of difficulty that require further modification and testing.
User Interface Biomechanics
Authors: Ritchey Paul , Peres S. Camille , Mehta Ranjana K.
Published: October 2014

Understanding the biomechanical impact of user interfaces (UI) is a necessary first step to developing UI design heuristics capable of controlling biomechanical risks related to computer work. The goal of the study reported here is to create a self-report measure sensitive enough for use when evaluating the ergonomic risks of UI interaction. The measure will be based on measures already validated for use on other jobs. Participants completed two different computer-based tasks (clicking and typing) using a higher load input method (direct - touch screen) and a lower load input method (indirect - keyboard and mouse). After each task participants completed modified versions of existing ergonomic risk assessment measures. Overall, the self-report measures used were sensitive enough for participants to identify higher discomfort, effort and exertion with the direct input method. Interestingly, interactions between task, input method, and body region were found for discomfort with the discomfort of the direct input being higher for clicking than typing and this effect was more distinct on the shoulder and upper arms than the lower arms and wrist.
A User-Centered Approach to User-Building Interactions
Authors: Kalvelage Kelly , Dorneich Michael
Published: October 2014

Providing a task-representative user interface for building operations and control puts the user in charge of their health, safety, and well-being and improves task performance. Enabling users control of building conditions and operations often results in poor overall building performance, such as increased energy usage due to lighting a non-occupied room. As a result, building designers limit the control users have in the spaces they occupy by implementing lighting schedules, for example. However, research has indicated an improved user experience results when users regulate their environment. This conflict produces significant challenges in building interaction design regarding the allocation of control in user-building interactions. An approach is being developed to align user-building interaction design with the building’s purpose – to support users’ tasks. Rather than multiple operation specific interfaces, providing users a unified task-representative interface links building operations, users, and tasks. The result is a more informative interaction between the user and building operations and a more effective, efficient, and enhanced task experience.