bluuebunny/crossref_metadata_2025 huggingface dataset:
RehbBrain: A serious gaming platform for perceptual and cognitive rehabilitation
Authors: Rodrigues Sandrina , Quaresma Cláudia , Hansraj Krupa , Santos Patricia , Grazina Nidia , Antunes Ana , Mendes Bruno , Quintão Carla , Vigário Ricardo
Published: June 2022

Stroke sequelae significantly affect the individual's functionality, namely at the level of their perceptive and cognitive skills. Consequently, these patients require rehabilitation therapies that are adapted to their dysfunctions. Conventional approaches (traditional board and paper games) have the disadvantage of not being suited to the dysfunctions of some patients, making the rehabilitation process unstimulating and demotivating. RehbBrain is a serious gaming platform, adapted for all patients whose rehabilitation process focuses on stimulating, visually, perceptual and cognitive skills. It simulates the individual’s daily activities, in various environments, and with progressive levels of difficulty. The platform aims to help therapists monitor their patients by promoting a systematized and standardized assessment. The games on the platform are intended to complement conventional rehabilitation methods, and render therapy sessions more dynamic, leading to a faster and more patient-oriented stimulation process.RehbBrain’s usability was tested by 5 specialists and 33 subjects with no associated pathologies. They completed separate System Usability Scale (SUS) questionnaire to assess the platform, but reached and combined average score of 88.4, classifying RehbBrain as "Excellent".
Leveraging the Kinect Sensor to Correct Improper Bowling Form
Authors: Johnson Brisaac , Crawford Chris
Published: June 2022

When we go to bowling alleys, more often than not, we are often mesmerized by the one person who seems to get astrike with every swing. Is it the way they swing the ball? Or is it due to their feet placement? However, the answeris more straightforward than one might think; the form we use to bowl can make a massive difference betweengetting a strike and getting a gutter ball. Having poor performance at this sport can make playing it frustrating andembarrassing due to the constant gutter balls and inconsistent swings. To increase the chance of getting a strike,proper form is needed to do so. In this paper, we propose an application, Bowler Correcter, that will correct the formof a bowler in real-time. To improve the form of a poor bowler, the Xbox Kinect sensor V2 was used to provide thenecessary adjustments to correct a bowler's form. To train the sensor with proper form, proficient bowlers providedtraining data to the sensor. When selecting bowlers with poor form, the following was observed in non-proficientbowlers during a screening: tensed shoulders, an improper swing of the ball, not crouching in the follow-throughstage, and skipping the stance stage. We capture the skeleton of the bowler instead of the movement, which allowsus to assess the form of the bowler more clearly and accurately. Since this is a complex gesture, it had to be split upinto three gestures that would be later stored in the bowling database - Follow Through, Stance, and Swing ArmBack; breaking this gesture into parts makes it easier for the sensor to detect and to provide better feedback. TheKinect SDK, along with the Kinect library, was used to provide the necessary drivers for the Kinect sensor andprovide the needed libraries for creating the application. When gathering training data for the sensor, the applicationKinect Studio was used; this application and the Visual Gesture Builder can be found in the Kinect SDK. To trainthe Kinect sensor, clips recorded in the Visual Gesture Builder are loaded into Kinect Studio, where each clip istagged where the stance is present. To test the effectiveness of the application, Sports Champion 2 for PlayStation 3using the PlayStation Eye and Move controller was used as the increase in popularity in AR and VR allowedparticipants to experience bowling without needing to travel to a bowling alley. Additionally, with Covid concerns,this provided a way of ensuring cleanliness, comfort, and the safety of our participants as they bowled. The bowlerswith poor form were asked to play two games of bowling, one game without the corrector and the other with thecorrector, with the difficulty level set to championship; this increased the sensitivity of the Move controller andremoved all aides that prevented the ball from going into the gutter. It was found that this application provided thenecessary feedback needed for poor bowlers to correct their form and improve their performance.
Automatic assessment of posture deviations in assembly tasks
Authors: Papoutsakis Konstantinos , Lourakis Manolis , Pateraki Maria
Published: June 2022

The aim of this study is to investigate the development and the evaluation of a computer vision-based framework to aid the automatic assessment of posture deviations in assembly tasks in realistic work environments. A posture deviation refers to a time-varying working posture performed by the worker, that deviates from ergonomically safe body postures expected in the context of particular work tasks and is known to impose increased physical strain. The estimation of their occurrences can serve as indicators, known as risk factors, for the assessment of physical ergonomics towards the prevention of physical strain and in the-long-term of work-related musculo-skeletal disorders (WMSD). Using visual information acquired by camera sensors, our goal is to estimate the full body motion of a line worker in 3D space, unobtrusively, and to perform classification of four types of posture deviations, also noted as ergonomically sub-optimal working postures that were employed by the MURI risk analysis tool. We formulate a learning-based action classification task using Deep Graph-based Neural Networks and differential temporal alignment cost as a classification measure to estimate the type and risk level of the observed posture deviation during work activities. To evaluate the efficiency of the proposed approach, a new video dataset was captured in the context of the sustAGE project, that demonstrate two different workers during car door assembly actions in a simulated production line in an actual workplace. Rich annotation data were provided by experts in manufacturing and ergonomics. Both quantitative and qualitative evaluation of the proposed framework provide evidence for its efficiency and reliability in supporting ergonomic risk assessment and preventive actions for WMSD in real working environments.
Time Series Representation using TS2Vec on Smartwatch Sensor Data for Fatigue Estimation
Authors: Mallol - Ragolta Adria , Maniadakis Michail , Papadopoulos George , Schuller Bjoern
Published: June 2022

This work investigates the use of TS2Vec time series representations in an end-to-end approach to detect the fatigue levels perceived by workers of the transportation and logistics industry from the analysis of the accelerometer and the heart rate measurements sensed using a Garmin Vivoactive 3 device. The experiments are conducted using the dataset collected during a pre-pilot study with a total of 1 h 22 min 20 sec of data available. The results obtained support the use of TS2Vec representations for the task at hand, as the binary model trained using this approach and exploiting the heart rate modality obtains the best performance with an Unweighted Average Recall of 67.1 %.
Instrumenting the Human into Safety 4.0
Authors: Amer Saed , Alhashmi Dana , Goonetilleke Ravindra , Mayyas Ahmad
Published: June 2022

Managing the workers’ health and safety faces many challenges due to the dependency on human interactions especially when it comes to human monitoring and detecting nonconformance. Conventionally, the input to HSE making decisions is collected from the worker himself or by an HSE officer making it mostly biased and hard to communicate. The team proposes a constant and continuous approach to objectively monitor the workers using machine vision capabilities along with smart decision-making tools to detect, recognize and classify human behaviors. The input of the system is coherent and effective while the output is unbiased, quantifiable, and communicable, the needed ingredients to integrate the human worker into Industry 4.0. The scope of this work focuses on the worker’s health and safety setting another building block in the Safety 4.0 vision. The proposed system consists of multiple integrated components including continuous video streaming devices, Machine vision components, computer logic for decision making, communication schemes, and locally implemented effectors. The system was tested on a simulated environment using a human factors simulation platform then was validated with actual environments with workers acting with HSE nonconformance while performing different tasks. The results show the system’s ability to recognize the human posture, speed, and throughput then compare it to the HSE guidelines. The results also show that the system was able to provide fast responses by giving warnings, reporting an incident to the management, or shutting the process down if an injury is recognized. Finally, the system generates data and reports that are ready to be transmitted onto the Internet of Things.
Identification of Potential Warning Signals for a Smartphone-based Bicyclist Assistant System
Authors: Rimu Anika , Panik Rachael , Murali Srinivasan , Watkins Kari , Li Ming , Deb Shuchisnigdha
Published: June 2022

Bicycle-vehicle crashes are common and often result in severe outcomes for bicyclists. Assistive technologies may help mitigate bicycle-vehicle crashes; however, these technologies applied to bicycles are understudied. This paper summarizes a preliminary study to identify effective warning signals for a smartphone-based application. This application alerts bicyclists to an imminent collision with a vehicle using a warning signal and gives them additional time to avoid the collision. The signal, however, must be designed to be informative and not otherwise distracting. This work analyzes discussions from experts and stakeholders on the modality and design of warning signals, as well as the efficacy of the mobile application. The experts were presented with visual, audible, and haptic signal options. Text analysis of the focus group transcript shows that flashing visual signals, high pitch auditory tones, and speech messages were most favored by participants.
A Virtual Reality Program to Improve Child Pedestrians’ Safety at Street-Crossing Scenarios
Authors: Rahman Taufiq , De Santiago Bryan , Rimu Anika , Deb Shuchisnigdha , Pande Anurag , Islam Mouyid
Published: June 2022

A training program was designed and developed for school-going children of 7-12 years old in order to help them improve their understanding of safety rules at critical street-crossing scenarios. The training is constructed of two modules that take place on two different platforms. The first one is a bilingual instruction-based video presentation that demonstrates street crossing safety rules and is viewed on a digital display. The second one (virtual "game" ) takes place in a virtual environment (VE), and the trainee wears a virtual reality (VR) head-mounted device (Oculus Quest) to physically walk on 30-ft long marked and unmarked crosswalks to put the lesson into practice. Eight types of scenarios called "levels" were developed to test and improve the player's decision-making ability. In addition, an experiment was designed to test the efficacy of the program. Trials were run, where a participant watched the video presentation between the two times they were allowed to play the game. The process required an average of 40 minutes per participant to complete. No participants went through simulation sickness according to the Simulation Sickness Questionnaire provided, and an experience survey conducted at the end of the trials showed that all participants found the training program natural and informative.
Vibration Perception Thresholds on the five fingers of the Human Right Hand among an adult population
Authors: Silva Emanuel , Sampaio Rosane , Teixeira Lisandra , Costa Nelson
Published: June 2022

The goal of the present study was to assess vibration perception thresholds (VPT) for frequencies of 65, 300, and 500 Hz, at the finger pads of the five fingers of the human right hand, while also assessing potential differences between the fingers, and potential effects of the use of two similar psychophysical methods to measure VPT. A novel instrument, the Hand Vibration Threshold Mapper, was used in this study. 13 participants took part on this experiment. Significant differences were found between VPT scores obtained using the two methods. No significant differences were found between VPT scores obtained on the five fingers, when grouped by method. Significant differences were found between VPT scores obtained on the 3 frequencies, grouped by method. Design guideline recommendations aimed at haptic feedback developers were elaborated based on these results.
PowerMount: A Proposed Design for Motorcycle Phone Holder to Ensure Style, Safety, Security, and Sustainability
Authors: Maria Jenifer  Gutierrez Alma
Published: June 2022

In a no-touch economy brought about by the COVID 19 pandemic, courier services became one of the robust businesses (Dones & Young, 2020) wherein delivery companies offer package pick up, delivery, and monitoring services. This business is powered by people's heavy reliance on online shopping during the quarantine period. On a survey conducted in the Philippines with 120 participants, it was found that 93.3% of the participants are now using courier services from an initial record of 76.6% before the pandemic. It was also revealed that Lalamove and Grab express were preferred courier service providers who utilize their mobile phones to receive transactions, receive order details, communicate with their customers, and navigate efficiently. Phone mounts provide various benefits, including navigation, message tracking, and overall convenience, allowing you to use your phone while driving.Furthermore, this is especially relevant for delivery and courier riders, who may need to change routes, navigate detours, or know where they are going. The use of a phone mount enables convenient, hands-free route monitoring. Most phone mounts allow users to connect their phones to the side mirror's handlebar or the motorcycle's dashboard. The PowerMount addresses the problems identified by the motorcycle riders in Region IV-A CALABARZON and NCR. Furthermore, this study is solely focused on the development of PowerMount, which addresses the issues in security, convenience, durability, design, and sustainability. However, this research will not address additional concerns about the motorbike, other motorcycle equipment, the technicalities of the proposed added feature (power bank), and the rider itself.
The dysfunctional systems of creative entrepreneurship in Ghana
Authors: Kilu Rufai , Sanda Mohammed-Aminu , Ama Afun Lilian , Alacovska Anna
Published: June 2022

This paper aim at generating knowledge on creative industries in a Ghanaian context, which drive understanding of creative entrepreneurship forward and shape theorization on dysfunctional systems of the creative entrepreneurship. Ghana’s Creative Arts Industry is perhaps the oldest industry: our forefathers danced, had theatre, played music, made amazing crafts and artifacts and created fine garments. Ghana’s Creative Arts span from smock weaving, xylophone and calabash making centers in Savanah and Northern Ghana to kente weavers of Bonwire and Agbozome; and from wood carving at Ahwia and Aburi to the bead makers at Ada and Somanya. However, little is known about the dysfunctional systems of the creative industry in Ghana. It is against this backdrop that this study seeks to explore the dysfunctional systems of creative entrepreneurship in Ghana. An empirical research design with qualitative approach was used. Interviews, Focus Group Discussions and Workshops were used for the data collection. The results showed the creative industry is a functional engine for sustainable and inclusive economic growth, it creates decent jobs and lead to sustainable development. The results however showed a system of dysfunctions among the creative entrepreneurs in a form of government and investor support related challenges, a lack of creative capacity building and research, unfavorable policies to regulate creative activities and the lack of appreciation for Ghanaian culture. The current study generated novel empirical and theoretical knowledge on both functional and dysfunctional systems of creative entrepreneurship in Ghanaian context. It is intimated that; periods of economic challenges are characterized with creative entrepreneurship playing key survival roles. This implies industry wide partnerships is key to have a salient role in driving innovation, economic growth, and welfare, in addition to their effect on job creation. Therefore, innovative and creative entrepreneurship is considered key factor in modern Ghanaian economic development.
Application of the “Resource-Based Theory of the Firm” and its Relevance in the Creative Industries: A Developing Country Perspective
Authors: Arthur Reginald , Anku-Tsede Olivia , Sanda Mohammed-Aminu , Belfiore Eleonora
Published: June 2022

This study, by way of contributing to contemporary understanding of the heterogeneity and immobility arguments of the resource-based view, offers insights into how the resources of creative industries present a nuanced but relevant ground for exploring the theory of the firm. In its discussion, this paper highlights the idiosyncratic characteristics of the creative industry and through the lens of intellectual capital and entrepreneurship, identifies the valuable, rare, inimitable, and non-substitutable (VRIN) resources that underlie the creation of heterogeneous cultural and economically viable creative works by actors in the industry. The paper finally discusses resources that explain the state of the creative industry in developing contexts. In terms of theoretical contribution, this study leads and contributes immensely to understanding how the resource-based theory of the firm could be relevant in unleashing the economic potentials of the creative industry.
An exploration into the dependency of speed and distraction of vehicle drivers on a Handling Course at Bosch Boxberg Proving Ground
Authors: Sen Sumona , Kunz Sarah , Rusch Tobias , Juergen Buxbaum Hans
Published: June 2022

Driving a car is a complex activity. In addition to physical abilities, cognitive and perceptive abilities play a major role. Investigating this is already the subject of a large number of studies. In addition to the typical safety-relevant aspects and human behaviour in critical situations, distraction in particular is becoming more important in recent studies. Distractions that affect the driver from the outside should also be considered. This study, in cooperation with the Bosch company, looks at how a distraction on a handling course track affects the speed of the drivers at the proving ground. The Bosch company operates a proving ground in Boxberg, Germany, for testing active driving safety. The focus of this study is a handling course, for tests in dynamic and curvy situations.2 Objectives In the regular course scenario, energy absorber mats have been installed for safety reasons. During a reconstruction phase, the mats were temporarily deinstalled. After that, an increased number of accidents was noticed. It is assumed, that the mats’ absence may have had an influence on the speed and the behaviour of the drivers.The following research questions are raised on the basis of these aspects: 1. Do the mats have an influence on the occurrence of accidents?2. Do the absence of the mats distract the driver while driving? 3. Do the absence of the mats has an influence on the speed driven in this area?In order to answer these research questions, the following hypotheses need to be investigated: H1: The mats help to focus the driver's attention.H2: The driver is consciously aware of the mats.H3: The speed in this area is higher in the absence of mats.H4: There is a difference in the driving speed between drivers who fixate the mats and those who do not register them. 3 Methods and experimental design A case-control study is developed as the study design so the effects can be revealed by comparison. In order to avoid bias, such as selection effects or similar, the group allocation of the drivers is randomised.The experiment thus consists of two different groups (15 test persons per group) who each drive the route individually; group 1 with mats installed; group 2 without mats. The car is equipped with a velocity tracking, so that the speed is recorded at any time. During the drive, each test person in both groups wears eye-tracking glasses with a recorder. The whole tracked data is synchronized with GPS and time stamp. Each test person drives the route 2 times. 4 Results The research questions are answered by the research methods adapted to the hypotheses. A moderately strong distraction and speed increasing was detected in the absence of the energy absorber mats. This leads to the conclusion that the energy absorber mats have an influence on the accident occurrence in a positive way. The statistical analyses are presented in the full paper.
A Taxonomy of Level of Automation in Intelligent Operational Supervisory Task
Authors: Wang Aobo , Guo Beiyuan , Xue Shuqi , Jiang Ting , Bao Haifeng
Published: June 2022

With the application of automation technology, Human operators rely on automation functions or intelligent agents to conduct complex cognitive tasks, but this also leads to a series of human factor risks such as out-of-the-loop and first failure problems. An appropriate level of automation (LOA) design will help to alleviate the above human factors risks and improve the performance of human-machine cooperation, but the traditional LOA taxonomy is difficult to directly guide the human-machine function allocation of operational supervisory tasks. To characterize current LOA design practices, a literature review was conducted to review the LOA taxonomy of supervision and control tasks in related fields. This research summarizes the taxonomy dimensions of LOA. The intelligent operational supervisory task requires the operators to maintain a high degree of interaction and cooperation with the automation system. Therefore, we must shift the focus of LOA design to cognitive interaction tasks and takeover tasks. This research analyzes the characteristics of different dimensions of LOA taxonomy in the literature, and summarizes the LOA granularity of system task, cognitive interaction task and takeover task. On this basis, from the perspective of human-machine interaction, the LOA taxonomy of intelligent operational supervisory tasks is proposed. This research provides an important theoretical basis for human-machine function allocation scheme and system LOA design, and has important theoretical and practical significance for improving the human-machine interaction efficiency.
Analysis of user interaction on web pages in organizations located on the border between Ecuador and Colombia
Authors: Arias-Flores Hugo , Quinde-Sari Freddy , Jadán-Guerrero Janio , Zapata Mireya
Published: June 2022

Communication through web pages has created a change in the interaction with users. This change in the financial institutions of a region and those located on the border between Ecuador and Colombia, arouses the interest of this study, since it was hypothesized that the best-known institutions in the city of Tulcán do not have significant differences in their web pages. A survey was carried out with clients of the two institutions that have used the website, organizing the survey in four aspects: personalization flow, participation functionality, Prediction feedback and Peer to Peer loyalty. The results using the student's t test show that the two institutions analyzed do not present significant differences in their Web pages.
The impact of different interaction methods of virtual objects on mobile AR experience
Authors: Shu Ying , Yang Wenyu , He Xin
Published: June 2022

Currently, immersive experience is the main highlight of mobile AR applications, but the impact of different interaction methods of virtual objects, which are the main experience content, is less studied.The purpose of this study is to investigate the impact of different interaction methods of virtual objects on the immersive experience, usability and satisfaction of mobile AR applications.In this study, 30 users experienced two different AR model presentation methods by customizing the independent variables (two different model interaction viewing methods, steering viewing Demo1 and free viewing Demo2), using a one-way within-group experimental design, and the data were processed by repeated measures ANOVA.The experimental report showed that Demo1 outperformed Demo2 in terms of spatial sense of immersion experience and ease of learning in usability; Demo2 outperformed Demo1 in terms of realism of immersion experience and efficiency of interaction with virtual objects; and Demo1/2 differed less in terms of fluency of the experiment.Our conclusion is that the interaction method of turning to view Demo1 is more immersive and spatial, and can be used in exhibition AR applications, and the interaction method of free view Demo2 is more novel and efficient in operation, and can be used in new AR games to improve user satisfaction. In general, AR applications should consider the age range of audience users when designing the viewing method of virtual objects, and choose the operation method that is more suitable for most people, easier to learn and more convenient.
Challenges in achieving accessibility on official COVID-19 websites
Authors: Acosta-Vargas Patricia , Freire Vergara Carlos , Plaza Mendizabal Ricardo , Abigail Rodriguez Michelle , Calvopina Manuel , C Kyriakidis Nikolaos , Salvador-Acosta Belén , Ortiz Prado Esteban
Published: June 2022

During the COVID-19 pandemic, powerful health promotion messages and reliable communication from local, regional, or worldwide health authorities stumbled. The World Health Organization (WHO) pointed this problem out, issuing the message “health for all,” incentivizing health leaders to use ac-accessible and inclusive technologies, plain language, and diverse content to increase accessibility. This article presents the accessibility evaluation of a random sample of 21 websites from various health ministries and government agencies worldwide. We found that most of the websites tested did not meet the minimum AA accessibility level set by WCAG 2.1. Moreover, indicate that 29.9% violate the perceivable principle related to contrast errors. Our research reveals that web designers and developers should be aware of accessibility requirements and guidelines to comply with universal access during web designing.
Optimal Interaction Design of Remote Operator Interfaces: A Case study of Patrol Separation Interfaces for Corridor Robots
Authors: Chen Xiaoli , Wang Guoyan , Lu Yongheng , Yao Can , Hao Guocheng
Published: June 2022

Although the displayed interface has been emphasized in the study of robotic teleoperation systems, the role played by image information in it has not been fully elucidated. This study designed the Patrol-inspection Separation (PIS) interaction interface using the inspection robot of utility tunnel (IR-UT) as the experimental object. To verify the PIS interaction interface usability, we proposed the IR-UT displayed interface usability evaluation after summarizing the previous studies and assessing the interface combination's degree of excellence. Six different combinations of displayed interfaces were set up, and 17 subjects controlled the IRUT and completed the shooting tasks under the six interfaces. At the end of each interface shooting task, subjects filled out a cognitive load assessment scale and a usability evaluation questionnaire. The results are as follows: the PIS interface and the pan-tilt camera's live image can optimize the operational performance; the dual pan-tilt images can decrease the subjects' performance compared with the single pan-tilt image. The above findings are intended to provide meaningful references for optimizing the teleoperation interface.
Helping kids and teens deal with Cyberbullying through informative learning capsules
Authors: Jadán-Guerrero Janio , Bermeo Alexandra , Cedillo Priscila , L. Nunes Isabel
Published: June 2022

Nowadays, communication through technological devices has become widespread, and thanks to it, in these times of pandemic, it has been possible to face labor, educational, social and recreational challenges, among others. Due to confinement, children and adolescents carry out many activities on the computer or mobile devices, including socialization, learning, entertainment. This activity, in some cases, has also led to negative behaviors, including cyberbullying among them, this being one of the main problems that affects their physical and mental health, generating episodes of anxiety and suffering. In this context, the article presents a methodology for the implementation and deployment of learning capsules with the purpose of preventing bullying and cyberbullying of children and adolescents. The study began with a systematic review of literature on Microlearning as well as existing practices and technologies on the market. The systematic review protocol considered the choice of four digital libraries for the search. The search method and selection of technological solutions was based on finding Apps and websites for parental control and early detection of cyberbullying. An evaluation of 16 technological solutions was carried out and some strategies were identified that will be useful to develop the learning capsules.
Didactic Strategy with Mobile Devices: An Approach for the correct use of English Verb Tenses
Authors: Moore-Stroble Lorianie , Murillo-Morera Juan , Janio Jadán-Guerrero and
Published: June 2022

In the teaching-learning process, didactic strategies have become a valuable methodological tool, which allows learning a difficult subject in a structured way. In English, the correct conjugation of verb tenses: simple and progressive in the elementary level, requires a structured and innovative methodology to motivate their learning. The main problem of this research consists of the increasing difficulty of the fifth-grade students from an institution located in the district 04 of Costa Rica, in correctly assimilating the conjugation of the simple and progressive verb tenses of the English language. For its solution, the design, implementation and validation of a didactic strategy was proposed as a way to support the teaching-learning process of the correct conjugation of the simple and progressive verb tenses, through the use of mobile devices. The methodology followed presented a mixed study (qualitative-quantitative) through the application of surveys, expert judgment and a case of execution, as sources to collect and validate the proposed didactic strategy, within the context of philosophy and methodology of action research. The results obtained from both, teachers and students, have been representative. The teachers have identified a great interest of the students in learning the subject, making use of the proposed strategy, causing this, motivation and openness. In fact, the students who used the strategy as a supportive tool for their evaluations, obtained better academic performance on average: 5C (74.28%) compared to those who did not use it as a supportive tool: 5A (44.76%) and 5B (64%).
Status quo and quo vadis: creativity techniques and innovation methods for generating extended innovation processes
Authors: Vocke Christian , Bauer Wilhelm
Published: June 2022

The digital transformation of entire economic sectors and occupational profiles as well as the introduction of new forms of human-machine collaboration through the increased use of cognitive systems require completely new approaches. The key to success in coping with this change, which can be seen in all industries, is to break up old structures and venture something new. The ability to adapt and innovate is becoming a central success-critical factor in entrepreneurial activity. In order to continue to achieve market success and ensure sustainable growth in an extremely dynamic and disruptive environment, companies and organizations are called upon to proactively shape change. In addition to the establishment of flexible working models and agile processes, the increased generation and integration of knowledge into and around technical systems in the course of targeted competence development of employees is indispensable. The introduction and use of technical systems thus must go hand in hand with the flexibilization of innovation and collaboration processes as well as the development of employee skills in order to generate the currently missing socio-technological link – for companies´ added value and for the benefit of people. In this paper, the authors present an overview of currently used creativity techniques and innovation methods and work out the strengths and weaknesses of the respective tools. Furthermore, the resulting need for action for the optimization of innovation processes in the interaction of established techniques and possibilities of cognitive systems is presented.
Exploring User-Preferred Gestures for Interaction Tasks of Data Visualization on the Large Display
Authors: Xiao Yiqi
Published: June 2022

Interaction with graphical visualization is an important part of visual analytics. The purpose of this study is to explore how analysts will understand the using of gestures for interacting with data displayed on large screen. For this purpose, this study aims at investigating user-preferred interactions for the tasks of data visualization. To elicit gestures for 20 visualization tasks which cover all categories of interaction for visual analysis, the researcher designed a quick-response experiment based on the Wizard-of-Oz (WoZ) method. Finally, the gestures with high frequency were selected. Findings show the distance between user and the display has an impact on the elicited gestures for specific tasks. The consensus on users’ gesture proposals is also discussed. The conclusion of this research has some implications for natural interaction design for visualization.
Collaborative robotics: analysis of influence of the tool and the characteristics of the task on the upper limbs joint angles and task precision
Authors: Savescu Adriana , Urmes Isabelle , Reno Gilles , Remy Olivier , Morel Olivier , Desbrosses Kévin
Published: June 2022

Industrial challenges described in the Industry 4.0 projects are focused on the importance of the human in a collaboration with the system and particularly with a robot. In this case, the collaborative robotics situation is analysed. By understanding the constraints and the capabilities of workers, the robot-human collaboration can be designed in accordance with the companies need. Moreover, collaborative robotics, and in particular restrained free physical assistance robot (Cobot), is presented as a possible solution in order to reduce work related musculoskeletal disorders. Scientific literature on this field is very limited and in field solutions have not yet been deployed on a large scale. In this context, the aim of this contribution was to analyse joint angles of the upper limbs and the precision of the task with regard with the tool (traditional grinding tool or cobot) and different characteristics of the task (required force level and movement direction) during industrial grinding. Five professional grinders were asked to perform grinding tasks, on the horizontal plane and two levels of force (F1 = 35N, F2 = 70N). The height of the fixing device of the workpiece was adjustable (to take into account the anthropometry of the subject). The task was exerted at a given speed (10 mm/s). A force plate was used to collect the forces applied by the participants during the experiment and a real time visual feedback (led light) was given to the participant to inform him about the exerted force level. This experiment was carried out under two conditions: manually (traditional grinding using a manual grinding wheel) and assisted by a Cobot. The inter-segmental angles were estimated using a magneto-inertial sensors system. To identify links between the mean of each joint angle of the upper arm (8 degrees of freedom: flexion/extension, abduction/adduction and rotation of the shoulder, flexion/extension and rotation of the elbow, flexion/extension, abduction/adduction and rotation of the hand) and the level of the exerted force and the used tool (traditional grinding tool and cobot), a linear mixed model was performed. The results showed that the tool has a significant influence on the flexion/extension and the rotation of the left shoulder, the rotation of the left and right wrist, the flexion of the left wrist and the rotation of the left elbow. No significant influence of the exerted force was identified. Moreover, there was no interaction between the used tool and the exerted force. These results show that the analysis of the task is of greater importance in the design the tool, for instance the cobot. In conclusion, it is necessary to consider the role of humans as earlier as possible in the design of a tool in order to create the best functional devices.
An Overview of Spatial Stimulus-Response (S-R) Compatibility Studies for Further Human Machine Interface Studies
Authors: Chan Alan , Shing Man Siu , Zhang Tingru , W Chan Wilson , A. Alabdulkarim Saad
Published: June 2022

This paper provides an overview of a series of spatial stimulus–response (S-R) compatibility studies which involved various audio/visual signals and hand/foot controls. The experiments examined the performance of right-handed/right-footed participants for various spatial stimulus–response (S-R) mapping conditions with signals and controls configured in different orientations. The effects of various signal modalities and intra/crossed modalities, crossed/uncrossed hands, single/dual tasks, discrete and continual tracking tasks on S-R tasks were examined. Performance measures including response times (RT), error percentages (EP), root mean square errors for hand and foot tracking (RMSHTE and RMSFTE) for various configurations were analyzed, and the major findings are summarized. The studies had provided useful ergonomics guidelines for designing hand/foot controls and audio/visual displays which are valuable for improving efficiency and performance in human–machine systems. The review also reveals the knowledge gaps left unfilled from past studies and further research directions are then suggested to fill in the gaps of the spatial S-R compatibility studies.
The Influence Factors of Standby Sign on User Shutdown Behavior
Authors: Li Weiyi , Liu Sha , Zhang Zichen
Published: June 2022

We observe that many users often don’t turn off their laptops after using it, so that the device stays in standby for a long time, which not only causes damage to the battery, but also causes energy waste. We tried to find a simple and effective way to prompt users to shut down timely. Therefore, we conducted following research:(1) Find the reasons why users don’t shut down timely; (2) Find cost-effective ways to let them to shut down in time. First, through a questionnaire survey of 50 users, we found that the main reasons for users not to shut down timely include forgetting to shut down, the second reason is unawareness of disadvantages of not shutting down, and the third reason is they think keeping laptop standby can improve work efficiency (return to work faster). Therefore, we suppose that a prominent standby sign may solve these problems.Then, we study the main factors of standby sign affecting user shutdown behavior through experiments, and then design standby sign according to experimental results to test its effect on user shutdown behavior. We first investigated about 50 college students through a hierarchical scale, analyzed the influence of sign shape, size, position, flashing and text prompt on users' shutdown behavior, and conducted data analysis, and came to the following conclusions:1. In terms of shape, triangle, ring, circle, diamond and square were taken as independent variables, and user awareness of signs was taken as dependent variables(p<0.05). Triangle has the highest awareness degree, followed by ring.2. In terms of size, we conducted a curve fitting between sign size and the user's awareness of sign, and found user's awareness of sign was the best when the proportion of the triangle sign size was 1/1200-1/600 of laptop screen size.3. In terms of position, when the sign is placed in different locations of the laptop computer, including the bottom center of the screen, the center of the keyboard and the left side of the keyboard, it is found that there is a significant difference in user awareness (p<0.05), the effect is best in the bottom center of the screen, and in the subjective question, most users suggest adding another sign on laptop’s back.4. We compared the user awareness of the flashing sign with a text prompt with that of the sign only(p<0.05), significant difference was found between two signs, and the flashing sign with text prompt had higher awareness.Finally, we designed according to these results the standby sign, and no standby sign laptop sample awareness of contrast experiment, found that 90% of users when there is the sign can be timely shutdown, far higher than situation without sign, prove the validity of results of the study, the standby sign, can effectively reduce users untimely shutdown behavior. The result of this experiment is beneficial to reduce the energy consumption and equipment damage caused by users' untimely shutdown behavior.
User models for recommendation systems
Authors: Tenemaza Maritzol
Published: June 2022

Currently, a user model or a representation of the user is used to recommend, personalize, predict, and manage inference in different recommender systems. Now, all the necessary user information is scattered. This document presents a systematic study to identify all the user information that recommendation systems use, represented or not by means of a model. This searching is important because it identifies the different data sources where user models are analyzed, and attributes and forms of user interaction are identified. The results presented are very useful for structuring a generalized user model.
Application of Functional Resonance Analysis Method and System-Theoretic Accident Model and Processes approaches combined with other methods
Authors: Mofidi Naeini Alimeh , Nadeau Sylvie
Published: June 2022

When dealing with risks associated with complex sociotechnical systems, one needs to employ approaches that will make it possible to better understand the systems' complexity and analyze them more efficiently. Several approaches have been proposed and in the recent literature, the System-Theoretic Accident Model and Processes (STAMP) and Functional Resonance Analysis Method (FRAM) stand out. These have been applied both separately and integrated with other methods for risk analysis. This study aims to provide an overview of the literature related to the application of FRAM and STAMP integrated with other methods. Papers from various scientific resources, including Scopus, IEEE, Compendex and INSPEC, Google Scholar, and Espace ÉTS from 2004 to 2021, in English, were consulted. The keywords used to narrow our search were FRAM, STAMP, STPA, and risk analysis. The results show that FRAM and STAMP have been used in combination with other methods such as fuzzy logic, Monte Carlo Simulation, bow tie, and model checking. Their combination with other methods has enhanced their efficiency and capability in risk analysis and provides better and more precise outcomes for some specific contexts of study. These combined proposed approaches have been applied and validated for specific contexts in specific studies. Therefore, the generalization and validation of the combined methods in different contexts could be an outlook for future studies.
Evaluating the efficacy of a virtual reality infused child-pedestrian training
Authors: Rahman Taufiq , Deb Shuchisnigdha , Pande Anurag , Islam Mouyid
Published: June 2022

This research has developed a child pedestrian training module using Virtual Reality (VR) system. Children can have an immersive experience of walking on streets in different street-crossing scenarios. Past literature and crash data analysis revealed higher and more severe injury cases for child pedestrians in school zones serving low-income and underrepresented communities. This training was developed to fulfill the needs for a child-pedestrian, living in such communities, to understand basic pedestrian rules and develop safe walking behavior. The training module has been created as a VR "game" where the child played the game as a "player". Each child experienced eight critical street-crossing scenarios named "levels" and numbered from 1 through 8. These levels are designed and developed based on crash data analysis to test the player's decision-making ability. A head-mounted device (HMD) was used to play the game, where a right-hand game controller was used to change levels. As the game was developed, it had to go through a quality test of the developer. Players' experience survey responses were also recorded. These measures were collected to ensure the effectiveness and user-friendliness of the game. Results show that the game was effectively developed to perform it's defined task in the improvement of child-pedestrian behaviors. Future research can include objective measures to evaluate participants' improvement in walking behavior and make the training module more comprehensive with additional crossing scenarios.
Investigation of the Riding Performance for an Isometric Steering System with Two Platform Concepts
Authors: Werle Arthur , Diermeyer Frank
Published: June 2022

In this paper, we used an isometric steering system on a motorcycle riding simulator. The investigation was done for a static and dynamic platform with an already known Motion Cueing Algorithm (MCA) from the literature. The aim was to determine whether the Standard Deviation of Lateral Position (SDLP) is suitable for evaluating ride quality. For this purpose, we implemented the already investigated MCA and compare whether the algorithm has a positive effect on the SDLP. When the MCA was used, the SDLP were reduced, but the mental workload and rider state remained the same. In addition, we used exploratory adjective pairs as a semantic differential. These also showed a positive tendency when using a dynamic platform with this MCA. This study thus showed that the SDLP is suitable as an objective criterion of riding quality in motorcycle riding simulation.