bluuebunny/crossref_metadata_2025 huggingface dataset:
The Misperception of Sexual Interest
Authors: Perilloux Carin , Easton Judith A. , Buss David M.
Published: January 2012

In the current study ( N = 199), we utilized a speed-meeting methodology to investigate misperceptions of sexual interest. This method allowed us to evaluate the magnitude of men’s overperception of women’s sexual interest, to examine whether and how women misperceive men’s sexual interest, and to assess individual differences in susceptibility to sexual misperception. We found strong support for the prediction that women would underestimate men’s sexual interest. Men who were more oriented toward short-term mating strategies or who rated themselves more attractive were more likely to overperceive women’s sexual interest. The magnitude of men’s overperception of women’s sexual interest was predicted by the women’s physical attractiveness. We discuss implications of gender differences and within-sex individual differences in susceptibility to sexual misperception.
Distraction and Placebo
Authors: Buhle Jason T. , Stevens Bradford L. , Friedman Jonathan J. , Wager Tor D.
Published: January 2012

An explosion of recent research has studied whether placebo treatments influence health-related outcomes and their biological markers, but almost no research has examined the psychological processes required for placebo effects to occur. This study tested whether placebo treatment and cognitive distraction reduce pain through shared or independent processes. We tested the joint effects of performance of an executive working memory task and placebo treatment on thermal pain perception. An interactive effect of these two manipulations would constitute evidence for shared mechanisms, whereas additive effects would imply separate mechanisms. Participants ( N = 33) reported reduced pain both when they performed the working memory task and when they received the placebo treatment, but the reductions were additive, a result indicating that the executive demands of the working memory task did not interfere with placebo analgesia. Furthermore, placebo analgesia did not impair task performance. Together, these data suggest that placebo analgesia does not depend on active redirection of attention and that expectancy and distraction can be combined to maximize pain relief.
Simulation model for a joint mass/rural tourism system
Authors: Hernández Juan M , Casimiro Laura A
Published: January 2012

This paper presents a dynamic model representing the interaction between a mass tourism resort and a nearby area dedicated to rural tourism. The hypotheses incorporated in this model assume that environmental values from both destinations influence tourists’ motivations for visiting one or the other area. The parameters used were calibrated to reflect, in general terms, the observed patterns of visitor arrivals and the increasing volume of accommodation provided in three coastal regions in Spain, where these two forms of tourism currently co-exist. By means of a simulation model, we show that the most effective measures for the industry’s long-term sustainability are related to the regulation of new building construction and the promotion of both types of destination as a single, joint regional resource.
Estrogen Replacement Attenuates Exaggerated Neointimal Hyperplasia Following Carotid Endarterectomy in Rats
Authors: Nyalala John O. , Brown Aliza T. , Luo Shaoke , Deng Hongju , Moursi Mohammed M.
Published: January 2012

Background: To investigate whether estrogen may attenuate neointima formation in hyperhomocysteinemic rat carotid endarterectomy. Methods: Rats were divided into 6 groups: ovariectomized estradiol-treated homocysteine or chow; ovariectomized placebo-treated homocysteine or chow; intact placebo-treated homocysteine or chow. Chow served as controls while homocysteine served as exaggerated intimal hyperplasia. Prior to endarterectomy, rats were implanted with estradiol mini-pump or placebo, diets given 2 weeks before and after surgery. Homocysteine, estrogen, and neointimal hyperplasia were determined. Results: Homocysteine was elevated in homocysteine groups versus controls except in estradiol-treated group. Intimal hyperplasia increased in placebo-treated ovariectomized homocysteine versus intact group. Exaggerated intimal hyperplasia in placebo-treated ovariectomized homocysteine was reduced by estrogen and so was homocysteine. Estrogen replacement in ovariectomized homocysteine group reduced intimal hyperplasia to that of intact or ovariectomized controls. Conclusion: Estradiol treatment in this ovariectomized hyperhomocysteinemia carotid endarterectomy and resultant attenuation of homocysteine and neointima may have relevance to the beneficial effects of estrogen on hyperplastic response.
Visceral Artery Aneurysms
Authors: Gehlen J. M. L. G. , Heeren P. A. M. , Verhagen P. F. , Peppelenbosch A. G.
Published: January 2012

Visceral artery aneurysms (VAAs) are a rare condition, in case of a rupture they have a high mortality rate up to 70%. Visceral artery aneurysms are seen more often these days with the more widespread use of computed tomography and angiography. There are various options for treating VAAs; open surgical repair, endovascular treatment, and laparoscopic surgery. We report 5 cases of visceral aneurysms, all treated differently—ligation, aneurysmectomy (with splenectomy), emergency and elective coil embolization, and conservatively. We will further give a review of the literature on etiology, diagnosis, and treatment options.
Assessment of Operator Trust in and Utilization of Automated Decision Aids under Different Framing Conditions
Authors: Seong Younho , Bisantz Ann M.
Published: January 2012

Computerized aids may be used to support decision-making in a variety of complex, dynamic arenas. Of interest in these systems is the extent to which operators utilize and trust such systems, particularly under conditions of potential failure. A theoretical framework to describe potential factors affecting these issues, and an experiment to investigate the role of failure cause on trust and system utilization, are described. Results provide some support for factors in the theoretical framework, and also demonstrated the use of an empirically developed trust scale.
A Model of Communication in Support of Distributed Anomaly Response and Replanning
Authors: Chow Renée , Christoffersen Klaus , Woods David D.
Published: January 2012

This paper proposes a descriptive model of the contents of communication among distributed practitioners engaged in the cognitive work of anomaly response and replanning. The model was used for a re-analysis of data on coordinative activities in response to an anomaly in a past space shuttle mission, and for a new analysis of log-based communication among flight controllers during normal space station operations. The model was found to be useful for supporting the discovery of patterns in communication among practitioners in complex work domains by providing a “coding scheme” that transforms domain-specific data into domain-independent protocols. The results of these model-based analyses have important implications for the design of computer-supported cooperative work.
A New Differential Access Hypothesis: Exploring the Effect of Working Memory Demands on the Validity of Knowledge Acquisition Techniques
Authors: Cheatham Deane , Converse Sharolyn , Barlow Todd , Kahler Susan
Published: January 2012

The differential hypothesis predicts that some knowledge acquisition techniques are most efficient at capturing either declarative or procedural knowledge. The type of knowledge captured may also be impacted by the type of working memory evoked by the knowledge acquisition technique and by the performance task. In the present study, the type of working memory evoked by a knowledge acquisition technique and by a spatial or verbal task were matched or mismatched. It was hypothesized that a match between the type of working memory evoked by the knowledge acquisition technique and by the performance task would improve the predictive validity of models captured by knowledge acquisition. Card sorting and a verbal task were expected to evoke echoic working memory, while conceptual graphing and a spatial task were expected to evoke iconic working memory. The predictive validity of each knowledge acquisition method for each task type was evaluated by calculating correlations between knowledge acquisition data and task errors. Study results indicated that there was a significant positive correlation between card sorting and verbal task errors, and between conceptual graphing and spatial task errors. The correlations between conceptual graphing and verbal task errors, and between card sorting and spatial task errors were not significant. These findings indicate that card sorting was valid for capturing knowledge of verbal but not visual information, while conceptual graphing was valid for capturing knowledge of visual but not verbal information.
Agent-Based Aiding for Individual and Team Planning Tasks
Authors: Lenox Terri L. , Payne Terry , Hahn Susan , Lewis Michael , Sycara Katia
Published: January 2012

Intelligent aiding strategies were evaluated for a team planning task. The MokSAF interface agent links an Artificial Intelligence (AI) route planning agent to a Geographic Information System (GIS). Through this agent, the user specifies a start and an end point, and describes the composition and characteristics of a military platoon. Two aided conditions and one non-aided condition were examined. In the first aided condition, a route-planning agent determines a minimum cost path between the specified end points. The user is allowed to define additional “intangible” constraints that describe situational or social information. In the second aided condition the same knowledge of the terrain is used to plot the best route within bounds specified by the user. In the control condition the user draws a route without help. The reported study found across the board advantages for agent-based aiding when routes were merged in a team-planning task.
Field Study to Evaluate Models of Team Decision-Making
Authors: Roberts David W. , Mitchell Christine M. , Thurman David A. , Chappell Alan R.
Published: January 2012

Teams are often critical components of complex systems. Moreover, design of intelligent team training and aids depends on robust computational team models. To date, however, research has focused on computational models of individual decision-makers. No general computational team models exist. Models that do exist are typically quite primitive and restricted in domain of application. (Pew & Mayor, 1998) Thus, flexible, scalable, computational models of team decision making are urgently needed. In this paper, we describe a field study and proposed modeling extensions to the OFM/OFMspert methodology to represent team decision making. Specifically, this paper describes an initial extension of an OFM/OFMspert model for air traffic management (ATM), modeling the interaction between airline dispatchers and pilots-in-command of individual aircraft.
Effect of Communication Medium on Virtual Design Teams' Workload
Authors: Hammond Janeen , Harvey Craig M. , Koubek Richard J.
Published: January 2012

The movement toward distributed collaborative work groups or virtual teams by organizations has initiated a myriad of questions specific to human factors research. Distributed team members, linked through technological interfaces, may vary in location, discipline, company loyalties, and culture. While virtual teams are necessary in this environment of time compression, distributed resources, increasing dependence on knowledge-based input, and the integration of information and telecommunication technologies, there is an increasing need to understand factors influencing distributed work group performance. Communication research has demonstrated that as communication signals are narrowed by medium restraints, the communication process changes and group members adopt new communication strategies. This study hypothesized that a group's mental workload would increase as the communication bandwidth was constrained. Results show that audio and video groups did not perceive significantly different overall workloads; however, both exceeded that of face-to-face groups.
Journey's End: Will Vehicle Automation Make Skilled Drivers Redundant?
Authors: Young Mark S. , Stanton Neville A.
Published: January 2012

Recent advances in technology have meant that an increasing number of vehicle driving tasks are becoming automated. Such automation poses new problems for the human factors specialist, with particular concern about the effects of automation on driving performance. A body of research is building up which suggests that drivers cannot recover from automation failure, yet they can cope with a similarly critical scenario in manual driving. The current paper investigates whether recovery from automation failure is affected by level of driver skill. Learner drivers were compared to expert drivers under two levels of automation, with a failure of longitudinal control in each condition. Clear differences in response patterns were found, with more experts and fewer learners responding to the failure under high levels of automation. It is concluded that the issue of skill with automation is one which requires more attention than is currently forthcoming from the human factors community.
Cognitive Integration: A Study of how Decision Makers Construct Understanding in Evolving Contexts
Authors: Shattuck Lawrence G. , Graham John M. , Merlo James L. , Hah Sehchang
Published: January 2012

Technology provides military decision makers with more data than they can possibly use. Commanders and staffs must sort through and combine relevant data to develop understanding. This process, which we call cognitive integration, was investigated in a tactical simulation using 21 experienced active duty Army officers (former battalion commanders) and 21 novice officers (no battalion command experience) as participants. Quantitative and qualitative data yielded significant differences between the experienced and novice groups. In addition, data analysis led to the development of several important design principles that will be used to build a decision aid prototype to assist commanders in integrating data.
Designing Soft Controls for Process Control
Authors: Rivera Diego Y.
Published: January 2012

The design of soft controls involves understanding the control characteristic of process components, identifying the cognitive tasks involved in executing control actions and then selecting the appropriate process information required to support operators in performing these tasks. Based on this analysis, soft control windows should be designed to include physical and functional support information, control preconditions and the alarm state of all indications. This information should be integrated with the current state of the equipment and its associated control mechanisms.
Training and Development of Expertise in Dynamic Situation Management
Authors: Samurçay Renan
Published: January 2012

A constructivist model of expertise development in dynamic situation management is described with the aim of contribution on training design and management. Four dimensions of the activity are considered: planning, temporality, cooperation and working with tools. Competence behind the expertise is described as an interaction of various types of knowledge such as conceptual structure of task, individual and collective resource management and instrumental knowledge. The cognitive difficulties encountered by learners are analyzed for each dimension. Some issues such as conceptual models and support for reflexive activity in training design and management are discussed.
Auditory Warnings in the Medical Work Domain: An Overview of Critical Issues
Authors: Weinger Matthew B.
Published: January 2012

This presentation provides an overview of domain specific and more general issues critical to the successful design of auditory warnings for medical devices. Successful design requires a thorough understanding of the unique aspects of the medical environment as well as an appreciation of the varied needs and abilities of the diverse user population (e.g., physicians, nurses, patients, etc.). Auditory warnings in the medical arena should not only assist in event detection but also facilitate diagnosis and treatment. False alarms remain an important concern. Many clinical devices now employ integrated or centralized warning strategies, and standardized auditory tones. With these devices, it is necessary to observe the visual display to mentally discern and prioritize all active warnings. A better approach in some circumstances may be the use of novel information containing warnings (e.g., “earcons” or encoded auditory displays). Additionally, there is a need for more “intelligent” warnings based on patient- and situation-(context) specific information. Adjusting warning thresholds as each patient's condition evolves would decrease false alarms, mitigate noise pollution, and reduce user's stress and workload. Regardless, a user-centered HFE design process should be used whereby all proposed auditory warnings are designed in an iterative fashion with continuous user input and evaluation, including rigorous testing by HFE professionals of end-users in the expected use environment.
Preparing for the Unexpected: Making Remote Autonomous Agents Capable of Interdependent Teamwork
Authors: Malin Jane T.
Published: January 2012

Autonomous agents on remote planets present new challenges for human-centered computing. Remote processing plants will operate autonomously for extended periods of time. When unexpected problems occur, control systems will shift from autonomous operation to interdependent teamwork with flight controller teams on Earth. Communication will be limited in bandwidth, infrequent and delayed. This paper presents human-centered design concepts for remote autonomous agents derived from study of flight controller teams, and current work on architectures, scenarios and user interface designs.
Factors Affecting Memory for Dynamically Changing System Parameters: Implications for Interface Design
Authors: Rhodes John S. , Benoit Gregory E. , Payne David G.
Published: January 2012

Factors that delimit the performance of human operators monitoring dynamic information are essential considerations for interface designers. Using a procedure pioneered by Yntema and colleagues (1962, 1960), the present research examines the effect of the configuration of visual information (i.e., whether the subject is presented with multiple objects, mapped to a single attribute or multiple attributes mapped to a single object) on subjects' memory for that information. Results suggest that the similarity between bits of information, rather than how the information is organized, is the critical factor in determining memory performance for dynamic information. These results suggest implications for the design of visual displays.
Duration of Events in the Control of Dynamic Processes
Authors: Carreras Ophélie , Cellier Jean-Marie , Terrier Patrice
Published: January 2012

This research shows the importance of perceiving rhythmic regularities in the temporal structure of the environment for adjusting precisely actions to events duration in dynamic process control. Rather than using metric durations, it seems that subjects construct approximate knowledge about typical durations of events. The temporal representation guiding behavior seems to be built on the basis of a partial ordering of temporal extensions.
The Concept of Work and it's Subjective Understanding Process: An Attempt
Authors: Triska Ricardo
Published: January 2012

This paper deal with the concept of work and it's subjective understanding process, in which the environment is noted as a major factor of dependence. In order to offer a reference, a daily national TV news report is taken for analysis where it's news reporting model delimitate the real message sent by the news “sponsors”. Considering the continental characteristic of Brazil, this subliminal approach can promote a code to be repeated instead a message to be understood. A few chats and scheme are showed to demonstrate the connections between the news subject and the TV understanding interest.
Changes in Error Rates during Mouse Pointing Tasks Paced by Estiamted Movement Time Given by Fitts'-Law
Authors: Kotani Kentaro , Horii Ken , Kitamura Yutaka
Published: January 2012

Fitts' law can provide HCI engineers with a means to predict the time length necessary for the completion of such tasks because the predicted movement time by the law is generally robust and accurate. These studies, however, did not discuss the issue with the relationship between Fitts' law parameters and error rates when the tasks are performed. The objective of this study is to show empirically and discuss changes in error rates during pointing tasks paced by varying movement time including TEST, estimated movement time given by the IDs. Two sets of experiments were conducted. The objective of the first experiment was to obtain constants of the Fitts' law equation by the linear regression model through various IDs. The second experiment was to show the relationship between time constraint and error rates. Results of the first experiment showed that the individual ID-Movement time relationship was well-fitted to the model with an average R2 of 0.959. The second experiment showed that the average error rate was 21% at the estimated movement time, which was much higher than that reported by Card, et al. (1983). The data were then analyzed by using the logistic regression. The results implied that a feedback movement in the pointing task is significantly disturbed by the attention to the pace during the task.
Past, Present and Future of User Interface Software Tools
Authors: Myers Brad
Published: January 2012

This is an excerpt of a much longer work: Brad Myers, Scott E. Hudson, and Randy Pausch, “Past, Present and Future of User Interface Software. Tools,” ACM Transactions on Computer Human Interaction, To appear in the Special Millennium Issue, 2000.
Development and Evaluation of Symbols and Icons: A Comparison of the Production and Focus Group Methods
Authors: Macbeth Scott A. , Moroney William F. , Biers David W.
Published: January 2012

The prolific use of symbols in a wide-array of industries requires an understanding of how to develop meaningful symbols. We hypothesized that subjects interacting in a focus group environment would develop more meaningful symbols than a comparable group of subjects working as individuals. Two methodologies for developing symbols were compared, the Focus Group (FG) method and the Production Group (PG) method. Both groups developed symbols based on 17 different symbol scenarios. Under the FG condition, 24 subjects worked in four separate groups of six subjects. Under the PG condition, 26 subjects received the same scenarios but worked independently. A subject pool of potential symbol users (N = 72) then ranked the meaningfulness of the symbols developed for each scenario. Between four and eight symbols were evaluated for each scenario, with an equal number of symbols from each development method represented. For the 17 sets of symbols developed, the FG condition developed the top ranked symbol 13 times and the PG condition developed the top ranked symbol 4 times (χ2 (2) = 4.76, p = 0.029). Further analyses revealed that, when significant differences in meaningfulness were obtained between the top-ranked FG symbol and the top-ranked PG symbol (10 of the 17 comparisons), the FG method produced more meaningful symbols (χ2 (2) = 3.60, P=0.057). Furthermore, the FG method required less than one-third of the developmental time required by the PG method.
Using Multiple Specialized Keyboards on Touch Screen Displays: Is Switching Keyboards Distracting to Novice Users?
Authors: Capobianco Gary , Lee Mark D. , Cohen Sally
Published: January 2012

This study was designed to investigate, effects of using multiple specialized keyboards within the context of a simple data entry task. Twenty-four participants with minimal or no computer experience were asked to enter name and address data as well as choose a personal identification number (PIN) utilizing three data entry conditions. The first condition utilized a QWERTY keyboard exclusively, the second utilized a numeric keypad for the PIN and the third utilized a numeric keypad for the ZIP code, telephone number and PIN. The offset of the keys on the QWERTY keyboard was also manipulated. Results suggest that switching keyboards has no effect on data entry time or accuracy. Additionally, no significant effect was found for keyboard offset. User preferences as well as applications to design and limitations on generalizability are discussed.
Integrating Speech and Manual Input Devices in Multimodal Cad Systems
Authors: Khalid Halimahtun M.
Published: January 2012

This paper reports an investigation of integrating the use of speech recognition and manual input devices in a multimodal CAD system. A functional integration of systems components helped to simplify the system, while optimising the functionality of each input device within the multimodal framework. The system was configured by allocating CAD commands and alphanumeric data to each input device using the frequency of use principle. Two alternative multimodal CAD systems were compared to an all-speech input system using data obtained from 24 subjects. A one-way mixed ANOVA design was used, with the system type as independent variable, and behaviour and performance measures as dependent variables. Behaviour was quantified in terms of frequency and duration of eye movements, hand movements and speech verbalizations, while performance was measured on product quality and production costs. The hybrid systems improved user behaviour, but the inflexible mapping of input devices to task items created memory and confusion problems for users. There were also behaviour and performance tradeoffs in using the systems. The findings raised potential design issues for a multimodal CAD system integrating speech and manual input.
A User Interface Design Requirement Document: What's Wrong with it?
Authors: Lu Hongzheng “Cindy”
Published: January 2012

This paper analyzes the changes in a Graphical User Interface (GUI) design requirement document from the time that the document was baselined to the time that the software system was delivered to the customer. The purpose is to find out where the most changes are in order to develop strategies to improve the efficiency of delivering GUI requirements. One hundred and seventy modification requests, which include 266 requested changes against a baselined GUI requirement document were analyzed. The requested changes were classified into three categories: Wrong Information, Missing Information and System Changes. It was found that 62% requested changes fell into the Wrong Information category, 18% were in the Missing Information category and 20% were in the System Changes category. In the Wrong Information category, most of the changes were due to inconsistencies within the document (39%) followed by wrong information on screens (28%) and wrong processing rules (24%). Nine percent requested changes were due to inconsistencies between the GUI and other system components such as the server. In the Missing Information category, most of the requested changes were about missing processing rules (60%). In the System Changes category, most of the changes were about enhancing system performance or usability (45%). The changes due to server or other related system requirement changes accounted for 38%. Some suggestions made to reduce the errors in the document include: to review the document thoroughly, to conduct synchronization reviews between system documents, and to conduct walk through/usability studies on the prototype before baselining the document.
Web Site Usability, Usefulness, and Visit Frequency
Authors: Lee Alfred T.
Published: January 2012

A study was conducted to assess the effects of Web site usability on user ratings of site usefulness and site visit frequency. The effects of network connection speed on site usability and usefulness were also assessed. An on-line survey questionnaire was administered to users of Geographical Information System (GIS) Web sites. Usability ratings of five main Web site tasks, a comparative usability rating of the site with other GIS sites, rated usefulness of the site, mean load time of site pages, and other Web site and user data were collected from 51 respondents. A model describing the relationship among variables is described providing quantitative measures of the unique contributions of each variable to usability, usefulness and visit frequency. For the sites in this study, a site's comparative usability and usefulness rating was found to be influenced primarily by how highly the user rated the ease with which information could be found on the site and the reading of textual information. Both comparative usability of the site and site usefulness contributed uniquely to site visit frequency, but were not correlated with each other. Mean load time of Web site page contents, the average time it takes for site to load page contents, did not reliably influence the ease with which site tasks were performed or the comparative usability rating of the site. The utility of a quantitative model describing how variables affect site usage is discussed as are possible reasons for the absence of a reliable effect of mean page load time on site usability and usefulness are also explored.
The World Wide Wait: Effects of Delays on User Performance
Authors: Selvidge Paula R. , Chaparro Barbara , Bender Gregory T.
Published: January 2012

This study investigated the effect of web page download delays on user performance. Participants completed tasks on a major airline web site with varying download delays of 1 second, 30 seconds, and 60 seconds. The dependent measures included lostness, frustration, task success, and task difficulty. Delays did not affect lostness, but frustration was increased by the longer download delays of 30 and 60 seconds.
The Position of Static and on-off Banners in WWW Displays on Subsequent Recognition
Authors: Lim Raymond W. , Wogalter Michael S.
Published: January 2012

With the growing popularity of the World Wide Web (WWW), more companies are advertising on the Internet with the intention of influencing purchasing decisions. While companies would like to capture people's attention every time a banner ad appears on a viewer's computer screen, there is some research that suggests that they do not. In Experiment 1, static display of banners at each of the four corners of the screen was investigated using a subsequent recognition test. Experiment 2 examined more locations on the screen with on-off banners. The results of both experiments showed that participants better recognized the content of banners positioned on the top left and bottom right corners than the top right and bottom left corners. Experiment 2 showed that participants were more likely to recognize the content of on-off banners that positioned closer to the center of the screen than those at the edges of the screen. Implications for attention capture and distraction are discussed with respect to producing more effective advertisements and communicating priority information are discussed.
Cognitive Ergonomics for Websites: From Concept to Realization
Authors: Confer Scott M. , Batra Sanjay
Published: January 2012

Our design process which integrates distinct techniques, knowledge, and experience from fields of cognition, human computer interaction, systems engineering, and usability engineering is used to formulate new Internet based ventures. New business ventures begin with an idea that is incubated using a specialized process for strategizing, conceptualizing, and gaining funding for actual development. Cognitive ergonomics is integral in focusing early conceptual work toward the end-user with a “concept car” presented to sell the idea in the early design stage. Methods are further detailed for later stages of design within a consulting environment. Organizational challenges are discussed in relation to implementing this design process.
Web Access for Visually Impaired People Using Active Accessibility
Authors: Zajicek M. , Venetsanopoulis I. , Morrissey W.
Published: January 2012

This paper addresses the implications of integrating assistive software for blind and visually impaired people, with mainstream Microsoft Software. The case under discussion is the integration of a simplified Web browser for the blind and partially sighted called BrookesTalk, with Microsoft Internet Explorer 5.0 using Microsoft Active Accessibility (MSAA). Microsoft Active Accessibility provides hooks that enable Microsoft mainstream software products to be integrated with special assistive software. This facility was used to build the integrated system BrookesExplorer.
Visual Display Screen Clutter Metrics
Authors: McCrobie Daniel
Published: January 2012

This paper explores the use of conjoint analysis as a measure of the subjective evaluation of clutter on avionics displays. As new systems are added to glass-cockpit aircraft they are overlaid onto existing systems and more and more symbology is present on these displays. Conjoint analysis provides an easy way to systematically analyze the clutter and to estimate what pilots will think is a cluttered display. An example of this application is provided and the results are promising.
A Work Domain Analysis for Network Management
Authors: Burns Catherine M. , Barsalou Ed , Handler Cynthia , Kuo Johnson , Harrigan Kevin
Published: January 2012

Computer networks are pervasive and critical to the operation of today's businesses. While most of us take computer networks for granted, network managers who must configure, operate, and fix faults in computer networks face a daunting task that becomes more complex everyday. Ecological interface design has been shown to be a promising approach for complex systems such as power plants or petrochemical systems. Computer networks are a very different work domain characterized by rapid technological change, extreme decentralization, and the existence of “soft” components. This paper presents the first work domain analysis of this new domain creating an abstraction hierarchy for general signal transfer systems and general computing networks. It shows how the abstraction hierarchy can be applied to this new domain and presents the initial work on an ecological interface design for network management.
A Comparison of Biomechanical Evaluations within Two Human Simulation Models
Authors: Stephens Allison , Kilduff Helen R.
Published: January 2012

The use of simulation in the manufacturing environment is becoming more prevalent with the cost saving being realized in the elimination of costly prototype equipment and products. An additional benefit of manufacturing simulation is the ease of applying human simulation to the environment. If the expectation is only to see the human model interact with manufacturing equipment and facilities, then the decision of what human model is needed is not that difficult. Correct Anthropometry would be the main criteria. The potential to utilize human simulation to predict risk of injury is very possible if a true representation of the biomechanical human is simulated, thus making the selection of human model very critical. The human model must be truly modeled after the joints, bones and angles found in humans, not a robot modified to look like a human.

This paper will discuss an evaluation process of two human simulation models currently available on the market.
Effects of Cue Reliability, Realism, and Interactivity on Biases of Attention and Trust in Augmented Reality
Authors: Yeh Michelle , Wickens Christopher D.
Published: January 2012

This experiment seeks to examine the relationship between three advanced technology features (presentation of target cueing – and the reliability of that data, image reality, and interactivity) and the attention and trust provided to that information. Sixteen military personnel were asked to detect targets camouflaged in terrain, presented at two levels of scene detail, while performing a terrain association task. Half the subjects actively navigated through the terrain; the other half passively viewed the control path of an active navigator. Cueing was presented for some of the targets, and the reliability of this information was manipulated at two levels (100% and 75%). The results revealed that the presence of cueing aided the target detection task for expected targets but drew attention away from the presence of unexpected targets in the environment. This attentional tunneling was mediated by cue reliability; unexpected targets, presented in conjunction with a cued object, were detected more often when cueing was only partially reliable. Neither image reality nor interactivity directly influenced trust in the display.
Collaborative Work Using Give and Take Passing Protocols
Authors: Mason A. H. , MacKenzie C. L.
Published: January 2012

To effectively design computer simulations of shared environments, an understanding is needed of the basic informational requirements and underlying movement patterns generated by two people collaborating in these environments. Results from this study indicate that when passing objects in a natural environment, the fundamental movement patterns seen during simple grasping tasks are altered to accommodate the collaborative nature and social constraints of the task. When giving objects, although subjects reach further they reach more quickly than when the objects are taken. This result may indicate a social consideration taken by the passer to move quickly and efficiently over a long distance to transfer the object to the receiver. Thus, the receiver does not have to travel as far or as fast to receive the given object. However, when objects are taken, passers move more slowly and lift the objects higher. This result may indicate that the passer times their movement so that they are not waiting at the end of their movement for the receiver to reach the target. Thus, although the result of the task is the same (the receiver obtains the object), the underlying movement patterns differ with the goal and social constraints of the movement. These results may be used to develop predictive algorithms when designing virtual and augmented environments. Future experiments will concentrate on the nature of visual and haptic information required for both the passer and receiver to effectively perform a passing task in an augmented environment.
Age Differences in a Virtual Reality Entertainment Environment: A Field Study
Authors: Allen Robert C. , Singer Michael J. , McDonald Daniel P. , Cotton James E.
Published: January 2012

The data presented below was collected at a Virtual Reality (VR) amusement center in Orlando, FL. This study is exploratory, i.e., an initial attempt to try and uncover factor(s) that may interact with age when determining user enjoyment of a VR ride. In addition, we measured each participant's state of wellbeing to see how the VR rides in the center impacted our participants. 28 people participated in the study. Three age groups, Young, Middle, and Old, were established from our sample (meanage=11, 28, and 50, respectively). Significant correlation's between age and several survey questions were found. Although one person dropped out there were no significant differences in sickness scores, either between age groups or collapsed across groups.
Designing Virtual Environments to Enhance Human Performance
Authors: Stanney Kay M. , Lanham Susan , Kennedy Robert S. , Breaux Robert
Published: January 2012

The current study focuses on design factors that can be manipulated to enhance human performance in virtual environment training systems (VETS). While there is currently an effort to understand for which tasks enhanced human performance can be achieved through VE training, there is limited understanding of how the VETS itself can be designed to enhance human performance in virtual environments. This study aims to establish a set of guiding design principles that enable intuitive and efficient interaction such that human performance in VETS is enhanced. This was accomplished by relating exposure duration, scene parameters, and amount of motion to human performance. A 3times2 between subjects experimental design was used, with 20 participants per treatment condition. The independent variables included exposure duration (15, 30, 45 minutes) and scene content (complex versus simple). The dependent variables included task performance, the amount of rotational roll, pitch and yaw, the amount of translational motion, as well as subjective reports of cybersickness taken immediately after VE exposure. The results were analyzed using non-parametric tests and correlational analyses. The results indicated that performance increased with amount of rotational motion (roll, pitch, and yaw) but was unrelated to the amount of translational motion. Scene content did not have a significant effect on performance nor sickness. In addition, sickness was not correlated with performance, nor, surprisingly, with amount of rotational or translational motion. Sickness did increase as exposure duration increased. The implication is that to maximize human performance, allow for sufficient roll, pitch, and yaw movement to accomplish task objectives, while ensuring the duration of exposure is less than 30 minutes.
A Vision for Cognitive Engineering in the Early Twenty First Century
Authors: Boy Guy
Published: January 2012

Cognitive engineering has grown from the need to better understand human-centered design of information-intensive systems such as new generation aircraft cockpits. Objects have affordances whether they are natural or artificial (artifacts). The analysis of the concept of affordance leads to a functional view of human cognition. Cognitive functions that are useful for the use of artifacts are defined along with three attributes: a role, a context of validity, and a set of resources. Cognitive function allocation among human and machine agents is a key issue that leads to the definition of co-relability of human and machine agents in terms of co-operation, co-adaptation, co-dependency and situation awareness. Such a cognitive function analysis involves new aproaches of human cognition that are more phenomenological than the currently used methods based on cognitivism. This paper initialiwes a debate on these issues.
Office Intervention Studies and Health Outcomes: The Effect of Telephone Headsets on Working Posture and Musculoskeletal Symptoms
Authors: Simpson Elizabeth , Buckle Peter
Published: January 2012

This field intervention study compared the working postures and reported musculoskeletal symptoms of participants, while using both a traditional telephone handset and a telephone headset. Twenty-six subjects from a variety of occupations participated in a cross over design. Working postures and self-reported symptoms were recorded and then compared following a month using a handset and a month of headset use. Working posture was significantly improved with the headset. A significant reduction in self-reported neck pain during the period of headset use was found.
Efficacy of Office Ergonomics Education
Authors: Bohr Paula C.
Published: January 2012

The incidence of musculoskeletal injuries associated with computer use is increasing. Education has been advocated as a prevention method for reducing the incidence and severity of musculoskeletal injuries. Although the inclusion of education in musculoskeletal injury prevention programs has become a popular practice, the efficacy of educational programming is poorly defined in the literature. The present study was designed to investigate the efficacy of worker education programs in preventing musculoskeletal injuries in a population of reservation center employees who spend the majority of their work day using the computer. Participants were randomly assigned to one of three study groups (control, traditional education, or interactive education). Data collection utilized self-report surveys and observational checklists to collect data prior to intervention and at approximately 3, 6, and 12 months post intervention. Preliminary analysis of the data seems to indicate that, overall, education does have some impact on worker comfort, work area configuration, and worker postures.
Computer Workstations of the Future
Authors: Cranz Galen
Published: January 2012

Most thinking about workstation design takes the Western configuration of chair-and-table for granted. However, Cranz (1998), Mandal (1984) and others have argued that the conventional right angle seated posture is detrimental to physical health. This paper describes the alternative postures, such as perching, lounging, standing, and most importantly, movement, which could be incorporated into the workplace. Changing the workstation requires changing the office as a whole, in turn requiring that we abandon the factory model of office management and design in favor of a new combination of den, club, meditation hall and gymnasium.
Personal Wearable Computer Systems
Authors: Weiland William J. , Zachary Wayne W. , Stokes James M.
Published: January 2012

While the development of advanced digital communication technologies may tie future workers more and more closely to their computers, these and other emerging technologies can also free future workers from being anchored to a specific physical location. High bandwidth wireless communications, ultraminiaturized computational devices with low energy demands and long battery life, and personalized interface technology will be integrated into low profile wearable computers that allow workers full mobility. When populated with personalized intelligent cognitive agents, the wearable system will also support lifelong learning needs and job performance support needs customized to the individual wearer.
Task Network Modeling and the Micro Saint Family of Tools
Authors: Laughery Ron , Archer Susan , Plott Beth , Dahn David
Published: January 2012

Over the past fifteen years, a set of tools has emerged for modeling human performance in complex systems that evolve around the concept of task network modeling. Task network models of human performance begin with a functional decomposition of human activity (e.g., a task analysis). Then, by adding sequencing information, timing information and information on how human activity is related to other system behaviors, a model of human performance is created. Micro Saint was the first tool to support task network modeling. However, from this basic concept, tools have emerged that incorporate first principles of human behavior such as human response to workload and performance shaping factors. This set of tools has become known as the Micro Saint “family” of human performance modeling tools. The family of tools and the types of problems they solve are the topic of this paper.
Ergonomics Methodology for Comparative Study of Street Furniture in Different Cities
Authors: Mourthé Claudia R. , de Menezes João Bezerra
Published: January 2012

Street furniture is available in all public area of cities the world. A garbage can, a newsstand, a pole, a bus shelter, a road sign, take an important role in the quality of life a city. The interactive role between public place and people influences and is influenced by social behaviour and regional cultural expressions. The purpose of this work is to analyse the street furniture of three Brazilian states. It was also analysed the context and surrounds that they were designed and built, as well as their interaction with the citizen's life. Our approach considers a comparative analysis of historical, social-cultural, environmental and function aspects verifying the importance of this equipment on the interaction between the public spaces and the users as long as the influence of local cultures and extra-territorial standards.