bluuebunny/crossref_metadata_2025 huggingface dataset:
Using the Lens Model and Cognitive Continuum Theory to Understand the Effects of Cognition on Phishing Victimization
Authors: Molinaro Kylie A. , Bolton Matthew L.
Published: November 2019

With the growing threat of phishing emails and the limited effectiveness of current mitigation approaches, there is an urgent need to better understand what leads to phishing victimization. There is a limited body of phishing research that identified cognitive automaticity as a potential factor, but more research on the relationship between user cognition and victimization is needed. Additionally, the current phishing research has not considered the characteristics of the environment in which phishing judgments are made. To fill these gaps, this work used the analysis capabilities afforded by the double system lens model (a judgment analysis technique) and the cognitive continuum theory, specifically the task continuum index and the cognitive continuum index. By calculating a task continuum index score, the cognition best suited for the email sorting task was identified. This calculation resulted in a value which indicated that more analytical cognition was most effective. The cognitive continuum index score evaluated the participants’s cognition level while making judgments. The relationships between these measures and achievement were evaluated. Results indicated that more analytical cognition was associated with lower rates of phishing victimization. This work provides a deeper insight into the phishing problem and has implications for combating phishing.
A Study on Head Flexion During Mobile Device Usage: An Examination of Sitting, Standing, and Lying Down Positions
Authors: Flores-Cruz Gabriela , Sims Valerie K. , Whitmer Daphne E.
Published: November 2019

The purpose of this study was to examine the effects of mobile device screen size and different positions on head posture. Participants’ angle of head flexion was measured when they were sitting, lying on their back, and standing while using mobile devices of different sizes. Results showed that participants had a greater head flexion when standing compared to both sitting and lying down. However, there were no significant differences in head flexion while participants used mobile devices of different sizes. There were no sex differences in the sitting and standing conditions. For lying down, females had a significantly greater angle of head flexion compared to males. Future research should examine sex differences in physical body structure to have a better understanding of the physical complications associated with device usage. Consumers should be advised how certain positions lead to greater head flexion, which could lead to greater musculoskeletal pain.
Systematic Investigation of the Asiana Airlines 214 Air Crash Using the AcciMap Methodology
Authors: Tabibzadeh Maryam , Shapeti Vivek , Mokhtari Mohammad
Published: November 2019

This paper utilizes the AcciMap methodology, which was originally developed by Rasmussen in 1997, to systematically investigate the unfortunate aviation accident of Asiana Airlines 214 in San Francisco on July 6, 2013, which resulted in 3 fatalities and the complete loss of the aircraft. This paper captures the associated socio-technical factors into a hierarchical map that correlates the multiple levels of interaction between different categories and key involved players that ultimately resulted in this air crash.

In most accidents, including the Asiana Airlines 214, majority of the blame is laid on front-line operators. In this accident, the pilots are blamed for not adhering to standard operating procedures and training guidelines of Asiana Airlines. This is while accidents do not occur as the act of individuals, but rather due to highly responsive and combined processes that involve decisions of several layers of key players. Some of the other significant contributing factors to this accident are lack of overseeing and enforcing regulations; insufficient training provided by the airline company to pilots; no specific requirements by the company to mandate physical/manual, instead of only simulated, line training; cockpit culture; and complex flight control manuals.

The AcciMap methodology has been applied to analyze accidents in different industries, such as railroad, offshore drilling and chemical processing. It is, however, noteworthy that due to our knowledge, this methodology has been used for the analysis of very few aviation accidents.
A Structured Reset Process to Benefit Team Resilience
Authors: Hanrahan Jeffrey , Henning Robert
Published: November 2019

The concept of teams recovering from disruptions or challenging performance episodes has been termed “team resilience” and shares similarities with, but is distinct from, individual resilience. Empirical research on this construct is sparse and remains largely theoretical in the peer-reviewed literature. Recently, a theoretical framework of team resilience has been proposed in which a reset phase serves as a period of restoration and reflection for teams. Using this idea of a reset phase, two main objectives of the current research were to better understand and organize the actions teams engage in that might promote a more effective reset phase, thus improving team resilience, as well as examine the impacts of these actions on performance outcomes, including a team’s self-reported level of resilience. Teams were randomly assigned to one of three experimental conditions where each team would experience a challenging situation during a computer-mediated simulation task designed to degraded team performance, after which, a reset phase was started. Survey data were collected to examine differences across groups on various outcome measures. Supplemental analyses identified team learning as one area for further study.
An Investigation of Different Methodologies for Rating Product Satisfaction
Authors: Robertson Ian , Kortum Philip
Published: November 2019

Usability researchers and product designers stand to benefit by minimizing costs (e.g., time, overhead, recruitment costs) related to usability research. Several potential discount methods for collecting subjective data exist. This study compared four methods of collecting satisfaction data using the After-Scenario Questionnaire (ASQ). Use-Then-Measure (rating immediately after use), was used as a comparison group for the performance of three other methods: Retrospective (delayed measurement based on past use), Prospective (judging a product before use), and Watching-Others (evaluating a product based on video footage). Users were asked to use three different products (a website, a can opener, and a digital timer) and rate their satisfaction with the products using the ASQ. The Retrospective method produced mean ASQ scores that were statistically indistinguishable from the average ASQ scores produced by Use-Then-Measure. Both the Prospective and Watching-Others conditions generated mean ASQ scores higher than Use-Than-Measure. Our results, consistent with previous research, support Retrospective assessment as an alternative for collecting subjective ratings of usability. While our results did not support Watching-Others or Prospective methods, more research is needed before completely ruling them out as viable methods.
Empirical Study of Shared Situation Awareness between Active and Passive Group-view Displays
Authors: Kim Sa Kil , Sim Joo Hyun , Jang Tong Il , Lee Hyun Chul
Published: November 2019

The purpose of this study is to develop an active group-view display and evaluate the effectiveness of the prototype to cope with team errors in terms of shared situation awareness. The results of this research provide effective countermeasures that can be used to cope with team errors from the perspective of team communication and contextual situation sharing. To develop the active group-view display, we first investigated hazardous factors that could cause team error based on the team error process; we determined countermeasures to cope with these hazardous factors, validated the countermeasures by scenario-based analysis, developed an active group-view display that adds the function of interaction among operators in nuclear facilities and, finally, validated the effectiveness of the active display in terms of team situational awareness. Based on the team error process, we determined hazardous factors for team error that may occur in the process of using the group-view display. To prevent these hazardous factors, brainstorming with experienced operators is used to establish four countermeasures and three barriers against team error. A laser writing device with the function of pointing and marking information through gestures to the group-view display is proposed. An effectiveness test of team communication and decision making using the active group-view display device is performed using SACRI. The results of the test show a significant difference between active and passive displays. This study suggests that an improved interface using an active group-view display device can be utilized as a countermeasure against team errors. In order to cope with human errors that may occur in a digital control room, it is necessary to prepare countermeasures through systematic analysis of various interfaces such as computer-based procedures, digitalized alarm indicators, and mimic-based displays in nuclear power plants.
Determining the Critical Aiming Window Duration Based On Shooter Skill Level
Authors: Schnipke Jeremey R. , LaFiandra Michael E. , Freisinger Gregory M. , Hasselquist Leif , Brown Stephanie A.T.
Published: November 2019

The fine-tuning phase of aiming directly prior to trigger pull has been hypothesized to influence shot accuracy, however there is little research exploring and distinguishing the different phases of motor control during aiming. This analysis seeks to establish a baseline model for determining the duration of the fine-tuning stage of target acquisition, or the critical aiming window (CAW). The study uses data collected from United States Army Soldier volunteers in a simulated firing event from two different stationary shooting positions (standing and kneeling). The method of investigation included calculation of velocity, acceleration, and jerk of the target marker over the course of aiming to identify trends indicative of a transition between shooting phases. While acceleration and jerk yielded inconclusive results, a significant decrease in velocity was identified during specific shooting positions. This model uses a function of average velocity throughout the shooting trial to determine the CAW.
On-Road and In-Vehicle Delivery of Service Signs: Effects of Information Source and Age
Authors: Deng Yulin , Cauffman Stephen , Lau Mei , Johnson Ebony , Cunningham Christopher , Kaber David , Feng Jing
Published: November 2019

In-vehicle technologies for communicating information to drivers have realized increasing use in recent years. While most attention has been paid to in-vehicle displays for presenting safety-related information, such as warnings, few studies have explored communication of non-safety-related information with in-vehicle displays. This simulated driving study examined driver performance in vehicle control and sign identification, when processing service logo information from on-road signs or an in-vehicle display. Findings suggest that in-vehicle displays, on-road signage, or both allowed drivers to identify service logos with a high accuracy and a relatively low level of workload. The use of in-vehicle displays either alone or simultaneously with on-road signage produced lower speed deviations therefore better vehicle control. Age differences were observed in vehicle control as well, suggesting the need for personalization of sign messages according to individual characteristics. This study is an initial step to examine the use of in-vehicle displays for messaging service logos as an example of non-safety-related information. The study is ongoing, and findings could provide a basis for in-vehicle display and on-road sign design for non-safety-related information.
GALO: A Tool for Command Space Layout Optimization Using a Genetic Algorithm
Authors: Wang Wenbi , Lin Jonathan
Published: November 2019

This paper describes a software program that was developed to assist the layout design of collaborative workplaces such as a military command centre. The program assesses layout quality based on its support to operator collaboration and searches for optimal solutions using a genetic algorithm. A simulation experiment was conducted to examine the program’s effectiveness. The study involved the allocation of a 10-person team to a command centre that was pre-configured with a mission control style layout. Across 50 simulation runs, a total of 38 unique optimal layouts were identified. These solutions shared an equivalent quality as measured by the objective metric used by the algorithm. Analytical assessment confirmed their optimality for this design problem. The software program provides a useful tool for human factors practitioners to examine layout options of complex workplaces based on an algorithmic approach.
Improved Accuracy Test Method for Mobile Eye Tracking in Usability Scenarios
Authors: Thibeault Mark , Jesteen Monica , Beitman Andrew
Published: November 2019

Eye tracking has been used in usability testing for many years to gain objective measurements to inform label, instruction, and product design. With many different testing environments, possible participants, hardware, and software, key metrics can vary greatly. These metrics can also vary for different studies, so a standardized test method, metrics, and calculation method are proposed in this study. The Tobii Pro Glasses 2 is a mobile eye tracker that does not significantly affect user mobility compared to other eye-trackers. This study aims to build a testing method, which can modify to better fit the varying conditions found in usability testing. This study was performed with Tobii Pro Glasses 2; however, this test method can be used with any mobile eye tracking units. Even with poor testing conditions, this test method results in reliable metrics which can be utilized to inform expectation and decisions with eye tracking. These methods are recommended to be performed prior to eye tracking testing to determine testing-specific performance.
Prototypical Work Situations: A Robust, Flexible Means for Representing Activity in a Work Domain
Authors: Benda Natalie C. , Bisantz Ann M.
Published: November 2019

Representing the results is a key component in the analysis of cognitive work. Many structures have been developed for representing the results of Cognitive Work Analysis, but the representation of activity through “prototypical work situations” is less commonly utilized. Prototypical work situations, initially described by Rasmussen, convey summaries of actual activities that represent the key properties of work in a domain. This study illustrates the utility of prototypical work situation representations through a demonstrative case example. Specifically, representations of prototypical work situations were utilized to summarize and compare communication with patients in the emergency department across multiple situations. Via the case example, we demonstrate how representations of prototypical work situations can be leveraged to summarize results, elicit feedback, and design and test new tools to support cognitive, collaborative work. We also provide a revised structure for creating prototypical representations of work that can be adapted and utilized in future studies.
Analyzing pilots’ fatigue for prolonged flight missions: Multimodal analysis approach using vigilance test and eye tracking
Authors: Naeeri Salem , Mandal Saptarshi , Kang Ziho
Published: November 2019

Performance decrement associated with pilot fatigue is considered a leading contributor to aviation accidents and fatalities. The output of prevalent pilot fatigue methodologies (both subjective & objective) either suffer from human judgement bias or require complex data processing. Moreover, studies catering to long duration flight missions have not been performed. Presently, we investigate the impact of fatigue on pilot performance for long duration of a flight mission composed of multiple take-offs and landings. We propose a new multimodal approach that integrates traditional fatigue metrics with eye tracking methodology. The effect of fatigue on the pilots’ eye movements was evaluated using information theory-based entropy measures. Results showed an increase in the fatigue level (measured by mean reaction times and the number of lapses) with increase in flight duration. The entropy measures showed that visual attention distribution and scanning strategy both became random in nature as fatigue level increased in pilots. Obtained results suggest fatigue decreases both information searching and processing capability in pilots. The proposed method can show which aspect of the pilot performance becomes impaired by fatigue and thus can be applied to evaluate fatigue onset in real time, which enables timely recovery interventions.
What Is The Role Of Design And Architecture In Slip, Trip, And Fall Accidents?
Authors: Atlas Randy
Published: November 2019

The paper and presentation addresses how much comparative negligence is contributed by bad architectural choices and environmental design, as compared to humans not being aware or “unconscious” of their surrounding environment. What is the role of the environment versus behavior? The architectural design process has critical steps in developing design criteria, but human factors and ergonomics are not typically given priority over aesthetics. Egress paths of travel are addressed typically in terms of accessibility and fire resistance, but not in terms of walk-ability, safety, including slip and trip resistance. Various national and state codes, as well as standards of care define what safe paths of travel should be, yet in 2007, more than 21,700 Americans died as a result of falls and more than 7.9 million were injured. Falls are the leading cause of injury related deaths among adults 73 year and older, and 2nd leading cause of death of persons 60-72. Over 275,000 occupational injuries were caused by slips, trips and falls in 2008 (Scott, National Safety Council, 2009). The consequences of a person suffering injures from a fall accident are ten times more likely than being a victim from a fire (National Safety Council 2017). Recommendations are made for improved architectural awareness and understanding of the human factors and ergonomics in the prevention of slip, trip, and fall accidents.
Can You See It? Perceived Variance in Scatterplot Visualization
Authors: Herdener Nathan , Clegg Benjamin A. , Wickens Christopher D. , Smith C. A. P.
Published: November 2019

Understanding uncertainty in spatial domains (such as hurricane forecasting) is both important and challenging, often leading to overconfidence and underestimation of variability. The underlying source of the difficulty is not well understood, as this complex domain requires perceptual, attentional, and memory related cognitive abilities. The present study explores the impact of perception on understanding of variability in an abstract spatial task. Individuals were shown a scatter chart type display of possible endpoints of an uncertain trajectory and asked to make two separate judgements of variability: adjusting a circle to encompass 75% of endpoints and estimating the likelihood the trajectory would fall within an experimenter defined probe circle. Calibration to changes in variability were calculated for each individual on both measures and compared against each other. Results indicate a lack of sensitivity in interpreting visualized spatial uncertainty among many individuals, with performance differing depending on the probe method employed. Implications are discussed.
Modeling Human Factors Topics in Aviation Reports
Authors: Lyall-Wilson Beth , Kim Nicolas , Hohman Elizabeth
Published: November 2019

This paper describes the development and new application of a text modeling process for identifying human factors topics, such as fatigue, workload, and distraction in aviation safety reports. Current approaches to identifying human factors topic representations in text data rely on manual review from subject matter experts. The implementation of a semi-supervised text modeling method overcomes the need for lengthy manual review through an initial extraction of pre-defined human factors topics, freeing time for focus on analyzing the information. This modeling approach allows analysts to use keywords to define topics of interest up front and influence the convergence of the model toward a result that reflects them, which provides an advantage over classic topic modeling approaches where domain knowledge is not integrated into the generation of derived topics. This paper includes a description of the modeling approach and rationale, data used, evaluation methods, challenges, and suggestions for future applications.
Small Modular Reactor Human-System Interface and Control Room Layout Design
Authors: LaFerriere Kevin , Stevens Jessica , NuScale Ryan Flamand
Published: November 2019

The NuScale Small Modular Reactor (SMR) is premised on well-established nuclear technology principles with a focus on integration of components, simplification or elimination of systems, automation, and use of passive safety features. Traditional nuclear power plants have in some cases operated up to four modules from a single control room. Due to the unique nontraditional operating characteristics of this technology a state-of-the art control room design was needed to ensure proper staffing totals for monitoring and control of multiple modules (twelve) from a single control room. To accomplish this, the human system interface and control room layout must translate the functional and task requirements needed for safe operation of the plant into the detailed design of workstations, alarms, controls, navigation, and other needs of the control room operations staff.
Differentiating Active and Passive Fatigue with the use of Electroencephalography
Authors: Bernhardt Kyle A. , Poltavski Dmitri , Petros Thomas , Richard Ferraro F.
Published: November 2019

Desmond and Hancock (2001) proposed that two types of cognitive fatigue can arise depending on the nature of a task: active or passive. The purpose of this study was to use electroencephalographic indices of task engagement and a candidate marker of strain to differentiate these two fatigue states. Participants ( N = 84) performed a generalized flight simulation task for 62 min under either active, passive, or control conditions. Passive fatigue was characterized by reduced EEG engagement and initially elevated and stable ratios of Fz theta to POz alpha power compared to active fatigue. No performance differences were found between the fatigue conditions; however, an overall speed-accuracy trade-off was observed from pre to post fatigue induction. These results support theoretical and empirical distinctions between active and passive fatigue and have potential applications for developing augmented cognition technologies to deliver appropriate fatigue countermeasures in automated operational environments.
Never Mind, It’s Too Cold: Thermal Stress and a Decrease in Self-control Self-efficacy
Authors: Morris Drew M. , Pilcher June J.
Published: November 2019

One of the most common occupational stressors is thermal stress, or discomfort due to an environment being too hot or too cold. Although thermal stress is relatively harmless in most occupations, the discomfort may influence workers motivation to attempt a task. The current study seeks to understand the relationship between thermal stress and self-control. Using a between-subjects design, 76 participants performed two traditional self-control and motivation-based tasks in a comfortable or uncomfortably cold condition. They then subjectively estimated their ability to exercise self-control. Results show that being uncomfortably cold did not impact the ability to perform tasks which required self-control and motivation, but did make participants feel as though they were incapable of exercising self-control and motivation. These results provide evidence that we calibrate our perception of personal self-control ability based on comfort, and recalibrate to fit thermally stressful situations before we make an attempt – never mind, it’s too cold.
Expanding the Playtest Method for UX Research Beyond Gaming
Authors: Amberkar Sophie , Bennett Kevone , Delchamps Anna , Edwards Rochelle
Published: November 2019

The playtest method is known in the gaming community; however, it can be adapted for use across user experience (UX) researchers. By using the playtest method, one can use the laboratory environment and push beyond usability to understand discoverability, enjoyment, and additional user preferences that aren’t otherwise feasible in usability testing due to the low sample size. Additionally, a small-sample playtest method allows a product team to observe participants organically interacting with a product or feature which can be invaluable for building empathy.
Alternative Farnsworth-Munsell Scoring Methodology for Testing Eyewear
Authors: Hennessy Edward R.
Published: November 2019

The Farnsworth-Munsell 100 Hue Test (FM100) has been used in clinical and ophthalmic settings for many years. It is a sensitive test for determining individual color defects and is one tool available to the human factors practitioner. However, like many individual evaluation tools developed, it is not completely appropriate as a product assessment tool as is. The FM100 has two main limitations when used as an assessment tool for determining color defects imposed by tinted eyewear such as laser protective lenses. First, the test assumes color defects are bipolar, which is not always true of eyewear. Second, the chromaticity graphs are not always easily understood by non-practitioners. Third, computation of cap scores depends upon adjacent caps, which can absorb or mask differences. A recent assessment of laser protective lens eyewear led to the development of an alternative scoring methodology to remedy the standard score issues when evaluating eyewear.
A Real-Time Interruption Management System Based on Eye-Tracking Data
Authors: Shaposhnik Hagit
Published: November 2019

Interruptions in the middle of a task have considerable costs. The objective of this study was to develop a system that postpones interruptions when they occur in periods of high workload. In Experiment 1, an air traffic control (ATC) simulator was presented with varying working memory demands. Pupil data were used to train a range of machine-learning classifiers to distinguish between high and low workload moments. The Gradient Boosted Tree (GBT) provided the best predictions. In Experiment 2, this classifier was used to develop a real-time interruption management system (IMS). The role of the IMS was to predict high and low workload and to postpone interruptions to the next low workload moment. To examine the IMS’s performance, its interruptions were compared to random interruptions. Results showed that the IMS successfully identified high and low workload moments with 76% accuracy, and postponed interruptions to the next low workload moment.
Effect of Two Common Head-Mounted Augmented Reality Systems on Muscle Force and Blink Rate of Electric Utility Power Plant Operators
Authors: Marklin Richard W. , Toll Ashley M. , Bauman Eric H. , Simmins John J.
Published: November 2019

Augmented reality (AR) is a technology that combines real and virtual information presented to the user in an interactive way in real time. The Microsoft HoloLens and RealWear HMT-1 are two common types of head-mounted AR available to industrial field workers. These two AR systems were tested on how they affected blink rate, an indicator of eye strain, and electromyographic (sEMG) activity of the neck and shoulder muscles of electric utility power plant operators while they performed five routine inspection tasks of coal equipment. The inspection tasks were conducted under three conditions: HoloLens, HMT-1, and No AR (regular method). Workers communicated with the HoloLens with a right-hand gesture and by voice input to the HMT-1. The duration of the inspection tasks ranged from an average of 10 to 28 sec. Twelve experienced power plant operators participated in the study. sEMG) of the right and left sternocleidomastoid, splenius, semispinalis capitis, and upper trapezius muscles were measured, and a small camera recorded blink rate of the right eye. Results reveal generally no significant differences in 50th and 90th percentile sEMG between the three conditions for all eight muscles. Although the means of blink rate appeared consistently lower with the HoloLens than the No AR and HMT-1 (approximately 4.4 blinks/min), these differences were not significant at the 0.05 level (p=0.06 to 0.17). Future studies should investigate a larger sample size of workers wearing AR devices for longer time periods (> 30 min) to determine long-term effects of AR devices on muscle activity and eye strain. A system of hardware, software, and experimental protocol was developed that follow-up studies may employ to test physiological effects of AR devices.
Stages of Decision Automation: Impact on Operators’ Role, Awareness and Monitoring
Authors: Onnasch Linda , Hösterey Steffen
Published: November 2019

The study investigated the impact of different stages of decision automation (action selection vs. action implementation) on participants’ monitoring, situation awareness (SA), and role definition in a multitask simulation. It was hypothesized that particularly because of being out-of-the-loop when working with full automation (action implementation) operators might feel accountable for the overall task, have an enhanced SA and show frequent information sampling. In contrast, operators working with partial automation might define their role limited to the only task not supported by automation, leading to limited SA and overall monitoring. Results reveal an automation benefit for performance but a decreased SA induced by automation. No impact of automation was found for monitoring. The only direct impact of stage of automation was on participants’ perceived role regarding active interventions into the system. In summary, different stages of decision automation lead to different role perceptions but with marginal effects on performance and monitoring.
Exploring Sex Differences in Vigilance Performance with Knowledge of Results
Authors: Waldfogle Grace E. , Hagerty-Koller Michaela R. , Lane Lindsey R. , Garibaldi Allison E. , Szalma James L.
Published: November 2019

Vigilance, also referred to as sustained attention, is the ability to maintain attention for extended periods of time while monitoring for, oftentimes, critical signals. In attempt to aid performance decrements in vigilance tasks, previous research has examined the effects of knowledge of results (KR). In essence, KR provides feedback on performance, and is argued to enhance the understanding of task structure and motivation to complete the task successfully. However, relatively little is known about how individual differences, such as observer sex, influence KR effects in vigilance. In the present study, 73 observers completed a 25-minute vigilance task in which they were required to monitor flight paths. Observers were randomly assigned to either a KR condition, in which feedback was given for correct detections, false alarms, and misses, or a control condition, where no feedback was provided. The results indicated that small sex differences were found for correct detections and false alarms, as a function of KR.
An Abstraction of Cyber Inception: Using a Modified Version of Battleship to Study Strategies and Behavior of Deception
Authors: Buchanan Verica , Chinzi Ashley R. , Day Nicholas C. , Buchanan Lidija A. , Specht Rachel , Cooke Nancy J.
Published: November 2019

Inception has been proposed as a means to protect our cyber domain. In order to fully take advantage of this strategy we must first understand deception from the human point of view, because it is the human cyber attacker that plans and orchestrates cyberattacks. Moreover, although various deceptive tactics are addressed in the cyber-security literature, it appears they are categorized more from the standpoint of technology than from their behavioral origins. In order to better understand the interplay between attacker and defender, and associated cues of deception, we abstracted the cyber deception task. Participants played a modified version of Battleship either face-to-face or with a divider. Deception was significantly higher in the divider condition. Additionally, participants used patterns of deception analogous to cyber attackers and defenders such as blatant lies, diversion, and honeypots. An array of behavioral cues were also observed when participants lied and included variations in tone of voice, less eye contact, lower response time, and other physical indicators. Implications and future projects are discussed.
Driven to comment: Learning from older drivers impressions of in-vehicle technologies
Authors: Lopes Clara Louise , Erickson Gus G. , Cooper Joel M. , Wheatley Camille L. , Strayer David L.
Published: November 2019

Many challenges associated with aging faced by older drivers may be attenuated by advancements of in-vehicle technologies. One class in particular, In Vehicle Information Systems (IVIS), refers to a collection of features and functions that allow motorists to complete tasks in addition to operating the vehicle. Little is known about how interactions with IVIS may impact older drivers. This study explored comments provided by drivers while completing goal-oriented IVIS tasks in six vehicles; collected via survey, and in an open-ended prompt. Two age cohorts were evaluated: younger drivers between 21-36 years of age, and older drivers between 55-75 years of age. Analyses of comments investigated differences in the thematic content and emotional valence present in comments. Results indicated that older and younger drivers were surprisingly symmetrical in their responses pertaining to valence and themes, and older drivers were more willing to take time to become familiar with IVIS.
Memories of Video: Impact of Sequencing on Rated Technical Quality for Viewed and Visualized Disruptions
Authors: He Thomas , DeGuzman Chelsea , Zucherman Leon , Tong Tiffany , Chignell Mark
Published: November 2019

In this paper we explore how memories of experience with streaming video affect Quality of Experience (QoE) indicators that are of interest to service providers and marketers. Since observations of experience are time consuming, and the effects of technical quality (TQ) are difficult to entangle from content quality (CQ), we examined the impact of a visualization methodology for assessing experiences. A study was carried out to examine how well overall technical quality (TQ) judgments for a sequence of visualized video experience (a picture of a red video playbar with yellow portions indicating disrupted video in place of actually viewed video) would correspond to overall TQ judgments made after watching a sequence of actual videos. Sequencing effects found in overall TQ ratings, made after viewing visualizations (with their overlaid disruptions) were similar to sequencing effects found after viewing actual videos. However, the sequencing effects after viewing the visualizations were less pronounced than the corresponding sequencing effects that were found after viewing actual videos. Sequences of both visualized and actually viewed videos showed significant negative end effect and trend effects (both positive and negative). There was also evidence that sequencing effects respond to relative change in TQ rather than absolute TQ.
Exploring The Use of Cognitive Models for Nuclear Power Plant Human-System Interface Evaluation
Authors: Kovesdi Casey R. , Joe Jeffrey C.
Published: November 2019

Many of the United States’ commercial fleet of nuclear power plants (NPPs) are approaching the end of their operating licenses. To extend the life of these plants, advanced human-system interface (HSI) technologies are being researched to address aging and reliability concerns with existing legacy systems. Human factors engineering (HFE) a critical role in ensuring these technologies are designed in a way that does not introduce new failure modes and promotes optimal human-system performance. An important focus of HFE in NPP modernization is early involvement to inform design of the HSI. This includes traditional formative evaluations, which are done to collect design feedback. While these evaluations are useful, they are limited in providing convincing quantitative data for efficiency of use. This paper discusses the use of cognitive models to provide quantitative data early in the HSI design process. A comparison is made of three open-source and readily accessible cognitive modeling tools.
The Effect of Posture and Duration of Smartphone Usage on Neck Flexion Angle
Authors: Alfaitouri Sundus , Altaboli Ahamed
Published: November 2019

The main objective of this study was to measure and examine changes in the neck flexion angle while using a Smartphone according to posture and duration of usage. Photographic analysis procedures were carried out to measure the neck flexion angle. The participants in this study were twenty young adults (half males); they stood against a scaled board and used the same Smartphone for web-browsing for twenty minutes. Photos were taken at zero, five, ten, fifteen and twenty minutes. This procedure was repeated for each participant at three postures (standing, sitting without arms rest, sitting with arms rested on a table). The results revealed statistically significant effects of both posture and duration of usage; neck flexion angle increased significantly over time in all postures and was significantly smaller in the standing posture than in the sitting postures. A significant effect of gender was also identified; males displayed larger neck flexion angles than females.
Immersiveness and Perceptibility of Convex and Concave Displays
Authors: Chignell Mark , Matulis Henrique , Zhang Bella , Urakami Jacqueline , Miyafuji Shio , Li Zhengqing , Koike Hideki
Published: November 2019

Curved displays promote three-dimensionality and may facilitate non-wearable virtual reality. Yet there is little design guidance on the optimal type of curvature that should be used. In this paper we have examined the perceived properties of convex and concave displays, at two different sizes. We conducted an experiment with 21 participants. Each participant was asked to make a series of binary choices after the participant viewed a display where one side was seen as convex and the opposite side was seen as concave. For each of 15 perceptual and aesthetic features, participants had to choose whether the convex or concave view/side of the display was stronger/more appropriate. Each participant made two binary choices (one for a small display viewed from its convex and concave sides, the other for a large display viewed from its convex and concave sides) for each perceptual and aesthetic feature, leading to a total of 30 judgments. Participants preferred the convex version of the small sized display and the concave version of the larger display. Individual differences were observed. Some participants generally preferred the convex displays, while others preferred the concave displays. The results are interpreted in terms of their implications for the future use of convex and concave displays in VR applications that do not use goggles.
Attention maintenance training: Are young drivers getting better or being more strategic?
Authors: Unverricht James , Yamani Yusuke , Yahoodik Sarah , Chen Jing , Horrey William J.
Published: November 2019

Young drivers are particularly poor at maintaining attention to the forward roadway where imminent hazards may occur. Existing training programs such as FOrward Concentration and Attention Learning (FOCAL) have been shown to improve young drivers’ attention maintenance performance. The current study examines two competing hypotheses for the effectiveness of FOCAL: 1) Drivers disregard the secondary task to focus on maintaining attention, or 2) FOCAL improves drivers’ multitasking ability on the driving and the secondary tasks. FOCAL- and placebo-trained drivers navigated through four distinct scenarios in a driving simulator. During each scenario, they were asked to perform a secondary task interacting with a mock in-vehicle navigation system. Results showed that FOCAL improved driver attention maintenance performance and, surprisingly, their secondary task performance. These results suggest the possibility that FOCAL in fact increases not only their ability to maintain their attention to the forward roadway but also a drivers’ multitasking performance. Future works should use a variety of in-vehicle tasks with different visual processing demands to determine the generalizability of the current finding.
Perceptual Anticipation in a Shoot/Don’t Shoot Task
Authors: Scott Dakota , Suss Joel
Published: November 2019

Signal Detection Theory (SDT) has been applied to examine expertise-related differences in perceptual judgments of deceptive and non-deceptive movements in sport (e.g., handball, soccer). Deceptive actions in sport-related tasks (i.e., faking in rugby, fake passes in basketball) affects anticipation performance in both novice and expert athletes (i.e., more incorrect responses in deceptive actions compared to incorrect responses in non-deceptive actions); however, experts still outperform novices when facing deceptive actions in sport-related tasks (Güldenpenning, Kunde, & Weigelt, 2017). To date, this approach has not yet been applied to shoot/don’t shoot scenarios in law enforcement. To address this issue, we filmed actors pulling out either a weapon (i.e., gun) or a non-weapon (i.e., cell phone). We then edited the videos to create temporally-occluded stimuli. College students observed the videos and indicated whether the object was a weapon or a non-weapon. We conducted two experiments: across both we found that participants’ responses were more likely to be correct at later occlusion points, when the object was fully observable. We also found that when the object was fully observable, participants were more likely to identify the object as a gun rather than a cell phone. The results can inform the design of decision-making training for police.
Evaluation of Interface Modality Effectiveness for Remotely-Controlled Locomotives
Authors: Young Kim So , Subrahmaniyan Neeraja , Brooks James D.
Published: November 2019

The use of remote-control locomotives has become prevalent in most major rail yards in North America. Despite their increased use, they are limited by the functionality and current design of the operator control unit. Human factors research has identified interface design issues with the controller, emphasizing the need to rethink a new generation of remote-control units that can accommodate the growing needs of operational functionality through effective interface design. Towards that goal, we present the preliminary findings of an exploratory study comparing the functional effectiveness and usability of two types of remote-control modalities – a traditional gaming controller and a multi-touch tablet – to drive a locomotive. Initial findings indicate that the game controller modality is preferred over multi-touch, with low variation among participants. However, the preference of control mode (i.e., vehicle power or speed command input) was different for the two modalities. These initial findings are the first of their kind in identifying initial design considerations for future remote locomotive operation and in comparing the use of traditional gaming and multi-touch controllers.
The Interface Design of a Collaborative Computer Science Learning Environment for Elementary Aged Students
Authors: Bradbury Amanda , Wiebe Eric , Vandenberg Jessica , Tsan Jennifer , Lynch Collin , Boyer Kristy
Published: November 2019

There is a currently a shortage of computer science professionals and this shortage is projected to continue into the foreseeable future as not enough students are selecting computer science majors. Researchers and policy-makers agree that development of this career pipeline starts in elementary school. Our study examined which collaborative programming setup, pair programming (two students collaborate on one computer) or side-by-side programming (two students collaborate on the same program from two computers), fifth-grade students preferred. We also sought to understand why students preferred one method over the other and explored ideas on how to effectively design a collaborative programming environment for this age group. Our study had participants first engage in five instructional days, alternating between pair and side-by-side programming, and then conducted focus groups. We found that students overwhelmingly preferred side-by-side programming. We explain this using self-determination theory which states that behavior is motivated by three psychological needs: autonomy, competence, and psychological relatedness which side-by-side programming was better able to meet.
Prevalence of Safe Patient Handling Practice in U.S. Acute Care Hospitals
Authors: Kayser Susan , Wiggermann Neal , Kumpar Dee , Hill-Rom R.N.
Published: November 2019

Healthcare workers are among the occupations with the highest rates of musculoskeletal injuries and these injuries are predominantly caused by manual patient handling. Epidemiological and biomechanical studies have shown that mechanical lift equipment is effective in reducing the risk of musculoskeletal injury when mobilizing patients. Accordingly, professional organizations such as the American Nurses Association, and legislation in 11 U.S. states have recommended the use of lift equipment in healthcare facilities. However, anecdotal reports describe a slow adoption of lift use, and there is little data available to healthcare facilities for benchmarking or to policymakers for legislation. Only a few studies have investigated the prevalence of lift use with voluntary surveys of nurses. The current study leveraged the 2018 International Pressure Ulcer Prevalence™ (IPUP) survey to estimate lift use on 40,856 patients in 642 U.S. acute care hospitals. A logistic regression was used to analyze patient and facility attributes associated with lift use. Only 3.7% of all patients and 11.1% of patients with restricted mobility had been mobilized with lift equipment at any point during their care. Patients in states with SPHM legislation were 60% more likely to have a lift used during their care than patients in other states. These findings have important implications for worker safety programs, patient safety initiatives, and legislative policy.