bluuebunny/crossref_metadata_2025 huggingface dataset:
Application of Virtual Reality to Instructions of Manual Lifting Analysis
Authors: Kim Byungjoon , Lee Jinkun , Kloth Emma
Published: June 2022

Application of virtual and augmented reality has been popular in various areas such as education, entertainment, training, communication, design, therapy, and more. In education, particularly, virtual reality (VR) has been widely used by researchers or educators to create interactive instructions for interesting problem in alternatively real-like environments. Educators have recognized the potentials of VR to educational instructions in traditional classrooms where the environment of instructions would be limited to two-dimensional space and third-person’s view to a problem. Application of VR can allow students to be placed themselves into a virtual environment of interest with more immersive perception of problem conditions and application of instructions. In the literature, a considerable number of studies have applied digitalization technologies including virtual and augmented reality in design of process of workstations, manufacturing workplaces, and maintenance activities. In general, most of studies evaluated potentials of application of virtual reality from the perspective of fidelity, usability, and cost, but not from the perspective of effectiveness of instructions. In traditional instructions of manual lifting analysis, workplace or task conditions for manual lifting are usually given by statements, sometimes with pictorial descriptions. From the perspective of learners who need to investigate and analyze lifting tasks, it would be necessary to convert two-dimensional descriptions of task conditions into three-dimensional spaces for better understanding of tasks. However, the conversion would be limited with individual’s capability of imaginary perception. Providing virtual task environment for lifting task conditions to learners would be very helpful to understand underlying conditions for lifting task. The objective of this study was to design a teaching aid to improve instructions in virtual reality environments and to compare effectiveness of instructions between traditional instructions and virtual reality instructions. One exemplary lifting task published by Centers for Disease Control and Prevention was designed by using the Unity software. This example may be used by other educators to develop their own virtual instructions for different task analyses.
Designing a Serious Game to enhancement of musical skills of children using iPlus methodology
Authors: Maldonado-Garcés Verónica-Gabriela , Araujo Elking , Carrión Mayra , Santórum Marco , Acosta-Vargas Patricia , López Diana , Quijano Mahatma , Llanganate Luis
Published: June 2022

Serious Games have become a popular tool for knowledge transfer, behavioral, perceptual, or cognitive change, and valuable for developing or improving a specific area. The use of serious games for educational purposes can have a very positive effect; in our case, this area is related to the educational or psychological field, and its purpose is to strengthen the psychoeducational processes, allowing the achievement of an optimal and motivating learning process in the different stages of development of the human being. The current research focuses on constructing a serious game for the enhancement of musical skills of children using iPlus methodology. This game is aimed at children from 8 to 12 years old; however, it is not ruled out to be applied to adolescents, middle-aged, and elderly adults. The game is suitable for practicing and improving musical abilities such as memory, attention, and spatial perception by recognizing notes on the staff. The possibility of strengthening two essential psychological processes is also offered, not only for the acquisition of learning but also to solve life problems.
Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships
Authors: Wei Huang Sin- , Chi Chien Wei-
Published: June 2022

This research explores the design possibility to create an online adventure for couples in long-distance relationships. Three missions – intensive eye contact, future planning, and cooperative work – were designed and realized on a virtual space on gather.town. Two couples participated in the user test. The result shows two different practices of couples to solve a joint problem and potential and concerns when designing adventurous experiences to enhance couples’ joint activities.
Mobile application design with augmented reality triggers
Authors: Guevara Cesar , Borja Carlos , Arias-Flores Hugo
Published: June 2022

Mobile applications developed for educational topics are a playful contri-bution to the teaching-learning process. This research presents a mobile application generated from participatory design and user experience. This study presents the concept construction phase, the theoretical foundation of the proposal focused on human-computer interaction, in addition to the methodological process that allowed obtaining a final product framed in a research project that was articulated to a bonding project with the commu-nity. 189 children from public and private educational schools in the cities of Quito and Ambato, in Ecuador, aged between 6 to 8 years, participated. The research defined the scope of the application, its structure, require-ments, usability and navigability. For the development of the prototype, Unity was used, for the generation of the videogame and its functionalities. On the other hand, Cinema 4D was used for 3D modeling, together with Vuforia SDK for augmented reality. In addition, Adobe Audition was ap-plied for the generation of the audiobook complemented by Adobe Pho-toshop and Adobe Illustrator in the graphic theme. The application was created for Android and IOS mobile platforms.For the design of augmented reality triggers, illustrations with colored frames were used, making possible to clearly recognize on which pages the mobile device should be used. The project is in the final evaluation phase, and it is expected to conclude testing the participating educational schools, in which the Tobii Eye Tracker 4C device, an eye tracking tool, will be used, which will allow information to be re-collected about the impact and integration that this application generates on users, on the topic addressed, on the design and composition of the product and on the results obtained with the use of this human-computer interaction model.
Coin game to improve the education of designers in product design
Authors: Cortes Chavez Fabiola , Paula Diaz Pinal Ana , Luz González-Muñoz Elvia , Rossa-Sierra Alberto , Garcia-Hernandez Mariel , De Obaldia Marcela
Published: June 2022

The education of the creative professions is always a challenge, and speaking of the new generations of product designers, it further complicates the need to find new ways to capture their attention and correctly teach the basics of design. That is why we present a teaching tool that promotes the education of the design, the logic of design together with the concept of play, called "Fichas
The Verification of Human-Machine Interaction Design of Intelligent Connected Vehicles Based on Augmented Reality
Authors: Heng Zhang , Sun Yuanbo , Boyang Zhang , Che Yinan
Published: June 2022

Firstly, compared with the traditional vehicle interactive verification methods, it is concluded that the real vehicle test scheme has the disadvantages of high cost, poor experience of pure physical bench scheme and lack of force feedback of pure virtual reality scheme. Augmented reality plus physical bench scheme has potential. Through the disassembly of automobile interactive verification process, the factors affecting the effect of automobile interactive verification are summarized. Secondly, conduct investigation and interview on the automobile active interactive users and the subjects of verification experiment, summarize the form and scope of automobile human-computer interaction design, as well as the design strategies and difficulties of interactive verification experiment, so as to determine the functional requirements of automobile interactive design verification bench. Then the feasibility of augmented reality technology applied to automotive human-computer interaction design verification is discussed and practiced.
The impact of digital tools on the education process in times of pandemic in Ecuador
Authors: Gómez José
Published: June 2022

In the context presented by COVID 19, given the closure of educational centers worldwide, the frequent and varied use of technological tools in the classroom has been evidenced, which requires an analysis of the impact of its application in the educational context. For this reason, it has been raised as an objective of this study to know the influence that technology has had on the educational process. To this end, an issue that generates great interest in the current educational scenario was addressed: digital tools applied within the current situation experienced in the pandemic; which is eminent because through its use you can continue with the teaching/learning process between teacher and student in difficult times such as those that society in general is currently experiencing. This in turn is quickly shaping what education will look like and how it will be delivered in the coming years. With the advanced pace of educational technology in the world of information and communication technologies, essential enablers have been detected. These currently help institutions to find opportunities and broader solutions in education and have demanded of teachers a rapid adaptation to digital work tools that were not usual in their daily work; that had to learn to work cooperatively by sharing knowledge about the use of tools, impressions, doubts, resources, among other elements within their daily work. The proposed methodology is positivist, with a quantitative approach and confirmatory type because it required a previous explanation or a series of assumptions or hypotheses. The sample was made up of 250 teachers from the Sierra educational system in Ecuador. The survey technique was applied and a questionnaire was applied as an instrument, with an overall score in the dimensions of perception on the impact of ICT in education. In this dimension they were asked about their perception of various aspects related to the teaching-learning process, by means of a five-point Likert scale and the use of inferential probabilistic statistics by the causal study of variables to determine the digital tools used in the educational field during the time of pandemic in Ecuador. As a result, it was obtained that the communication tools used were Microsoft Teams and gamification kahoot and quizziz. The hypothesis that allowed knowing about the use and use of information and communication technologies in virtual contexts was validated, which although they were forced due to the new reality that the pandemic has generated, caused a positive impact within the Ecuadorian educational process.
Revisiting the correlation between video game activity and working memory: evidence from machine learning
Authors: Fei Dingzhou
Published: June 2022

With the popularity of video games, more and more researchers are trying to understand the relationship between video game activity and cognitive abilities, and one of the important cognitive systems is working memory. Working memory is a limited capacity short-term memory system for processing currently active information and is an important predictor of goal-driven behavioral domains. Its scope of action includes, but is not limited to, fluid intelligence, verbal ability, and mathematical analysis.Due to the importance of working memory for the analysis of human behavior, numerous studies have attempted to describe the architecture and models of working memory. In general, models of working memory can be loosely categorized into content and process models, depending on their focus. The content model focuses on the static material of working memory, which includes mainly verbal and spatial visual material. The process model focuses on the dynamic processes of working memory and includes both Updating and Maintenance of memory.However, this area of research has also been the subject of debate among researchers.Translated with www.DeepL.com/Translator (free version). These disputes involve two main assumptions. According to the so-called core training hypothesis, a potential machine for improving cognitive ability through video games is provided by the so-called core training hypothesis. According to this hypothesis, repeated stress on the cognitive system will induce plastic changes in its neural matrix, leading to improved cognitive response performance. According to this hypothesis, repeated strains of the cognitive system can induce plastic changes in its neural matrix, which is an important reason for the improvement of performance. The other proposed basic mechanism is the meta-learning mechanism, that is, learning how to learn. According to this, video games (especially action games) can improve related motor control skills, such as rule learning, cognitive resource allocation, and probabilistic reasoning skills, which are used in many different situations.A recent study showed that the analysis of certain extreme groups showed that video game players performed better than non-game players in all three WM measurements, and that when extended to the entire sample, video game time and visual space WM and n-back performance. In general, the relationship between cognition and playing video games is very weak.This study used the Waris et al, 2019 dataset to re-investigate the correlation between video game activity and three different dimensions of working memory using seven different supervising learning models. It was concluded that video game activity was most highly correlated with the visuospatial component, slightly less correlated with the mnemonic updating component, and least correlated with the verbal component. This partly confirms Waris et al, 2019's view that the analytic method may be the key to the study.
The Development of Muay Thai Training Game for Tourism 4.0
Authors: Am Eam Nanthawan
Published: June 2022

This research aims to develop game training kits for Muay Thai sports in order to make Muay Thai training a leisure exercise. The training armor is equipped with 5 sensors to measure stinging forces and 5 light signals. There are three levels of light jamming time, including 1 second for beginners, 0.8 seconds for intermediate skilled athletes and 0.5 for professionals. In the light of the light signal, there are 9 forms of sticking. The research has developed a force measurement system and a real-time transmission program system to be displayed on the screen. Score counts can be accumulated for the same escalation as playing games. 15 participants from athletes and trainers tested the training equipment, with three minutes of continuous sting tests in each round and six punches in total. The results showed that the training equipment has good performance. The transmission program system can display punches, scores and counts of punches in real time, and can be statistically recorded to know the development of the athletes. The participants suggested adding sensor installation points and faster light fixture times.
Dora: an AR-HUD interactive system that combines gesture recognition and eye-tracking
Authors: Zhang Xingguo , Chen Zinan , Zhu Xinyu , Gu Zhenyu
Published: June 2022

AR-HUD is a popular driving assistance system that can display the image information on the front windshield to ensure driving safety and enhance the driving experience. AR-HUD will deal with more complex non-driving tasks in future highly automated driving scenarios and provide more diverse information to drivers and passengers. To meet the changing needs with new technologies, this paper proposes an interactive gesture and gaze controlled AR-HUD system. Following the user experience design method, the interactive system design was conducted through specific research on driving behaviors and users’ demands in HAD scenarios. A prototype for evaluation was made based on OpenCV, and then a virtual driving scene was built. Through the evaluation of a user study(n=20), the usability of the system was verified.
Karaoke Game with Body Movement Tracking for Investigating Singing-motor Interactions: System Proposal
Authors: Horie Ryota , Fernando Pedroso Luiz
Published: June 2022

This paper presents and discusses the design, implementation and initial results of a game system using a singing-motor paradigm, using karaoke singing combined with a human-computer interface through body movement recognition. The purpose of this system is to collect experimental data on how karaoke singing and body movement interact and how they affect each other, in order to analyze the data from the perspective of human-machine interface, immersion, gameplay and entertainment. At the end, the results and outputs of the development are presented, and some follow-up proposals are discussed.
Effect of Visibility of Auditory Stimulus Location on Ventriloquism Effect using AR-Head-Mounted Display
Authors: Kawai Kaoru , Muto Kenji
Published: June 2022

Virtual reality (VR) or augmented reality (AR) games using head-mounted displays (HMDs) are becoming increasingly popular in recent games. These games can present wider visual stimuli than TVs or handheld games. Moreover, the location of auditory stimuli is presented to the same location as visual stimuli. Therefore, we propose presenting visual stimuli to auditory stimuli rather than presenting auditory stimuli to visual stimuli. When we present visual stimuli to auditory stimuli, it is necessary to clarify how far the locations of the sound source and visual stimuli can be shifted. Thus, we examined varying degrees of spatial disparity between auditory and visual stimuli to determine whether they are still perceived as originating from the same location. The ventriloquism effect is known as a cross-modality between the locations of auditory and visual stimuli. Many researchers investigated the ventriloquism effect; however, there is no research on the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. In this study, we aim to clarify the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. For this purpose, we conducted two experiments to determine whether auditory and visual stimuli are originating from the same location when there are varying degrees of spatial disparity between them and measure their angle of origin. One was an AR condition experiment in which measurements were made with the loudspeaker visible, whereas the other was a VR condition experiment in which the loudspeaker was not visible. From the experimental results, the discrimination threshold of angle was more significant under the condition in which the loudspeaker was visible (AR condition experiment) than under the condition in which the loudspeaker was not visible (VR condition experiment). The results show that the ventriloquism effect is more substantial when the loudspeaker is visible.
Electronic Product Information for Human Medicines: A Blockchain Solution
Authors: Kondova Galia
Published: June 2022

Electronic Product Information (ePI) is a digital alternative to the current paper leaflet found in every medicine package. The paper leaflets are costly to produce and have a high environmental impact. Moreover, once printed and distributed the leaflets are no longer possible to be updated. A blockchain-based technical solution for an ePI is currently being developed under the PharmaLedger Project following the EMA-HMA-EC principles for ePI in the EU. The paper discusses this blockchain-based ePI solution based on a data flow analysis.
AR-Coach: Using Augmented Reality (AR) for Real-Time Clinical Guidance During Medical Emergencies on Deep Space Exploration Missions
Authors: Ebnali Mahdi , Goldsmith Andrew , Burian Barbara , Atamna Byonne , Duggan Nicole , Fischetti Chanel , Yule Steven , Dias Roger
Published: June 2022

Space travel imposes significant risks to crew health due to physiological adaptations, exposure to physical and psychological stressors, and limited capabilities to provide medical care. When medical emergencies occur, appropriate use of diagnostic and procedural guidance tools are crucial countermeasures against the risks of injury and mission failure. Point-of-care ultrasound (POCUS) is the only portable imaging modality available during exploration missions that can provide critical and dynamic medical information. Developing competency in POCUS is time-consuming and it is usually achieved through years of medical residency or clinical fellowship training programs. Due to the amount of astronaut training currently required, it is not feasible to also provide them with in-depth POCUS training. Current cognitive aids for POCUS-based procedures are either paper-based or static electronic checklists, which can be cumbersome to use, non-intuitive, and sometimes distracting; applying their written guidance to real actions can be difficult. To overcome these limitations, we developed a proof of concept of an augmented reality (AR) Coach (AR-Coach) as an Augmented Clinical Tool (ACT): a hands-free virtual coach system that guides the crew in real-time on how to perform POCUS during medical emergencies in space. To better understand the context and design requirements for the proposed ACT, we applied a human-centered design approach as part of our wider space medicine research program. We convened a multidisciplinary expert panel (n=46), including astronauts, flight surgeons, clinicians, XR and AI experts, to identify essential capability requirements. Task analysis with five experts, including clinicians, human factors researchers, and an XR developer, was used to create a process model of a POCUS-guided procedure to diagnose a potentially life-threatening condition (i.e., pneumothorax) that could occur during space travel. An iterative design and prototyping process was conducted. Informed by the expert panel and task analysis, we created a proof of concept of the AR-Coach which includes holographic panels that guide the crew in confirming the diagnosis of pneumothorax using POCUS. The results of this study can be applied in advancing space technologies that support astronauts in managing medical events during space exploration missions, optimizing performance, and improving crew safety.
Enhancing the Quality and Delivery of Healthcare: A Decade Review of Autopsy Data
Authors: Kalra Jay , Markewich Daniel , Rafid-Hamed Zoher , Seitzinger Patrick
Published: June 2022

Quality management is of the utmost importance for providing the best patient care in our healthcare system. Patients rightfully expect the care that they receive to be of sound quality. The medical autopsy has been used as the gold standard of diagnostic medicine and continues to provide insights into strategies for healthcare quality improvement. The discordance and concordance rates between autopsy and clinical diagnoses have been used to identify areas of improvement and provide education opportunities to healthcare professionals. Discordance between autopsy and clinical diagnoses has revealed several areas in which clinicians need to improve their diagnostic skills and implement systemic changes to detect and mitigate diagnostic errors. Unfortunately, the rate of hospital autopsies has declined over the past several decades. The purpose of this study was to expand our previous work and combine the analyses of discordance and concordance between autopsy and clinical diagnoses across a 10-year period from 2002 to 2011 and to assess the role of the medical autopsy as a quality improvement tool in modern healthcare systems. Within our study, the autopsy rate of all in-patient deaths was approximately 6%. Our study indicates that the concordance rate between clinical and autopsy diagnoses was 77.5%, the discordance rate was 19.4%, and 3.1% were inconclusive. The discordance rate varied from as low as 9.7% in 2007 to as high as 27.1% in 2002. These findings suggest that overall, approximately 1 in 5 autopsies revealed discordance between autopsy and clinical diagnoses. This is a significant number of cases for which there exists both quality improvement and educational opportunities, thus, supporting the continued use of autopsy. We suggest these data should be used to encourage residents and physicians to continue using autopsy as an important quality tool to extend our understanding of disease processes. Hospital autopsies are closely associated with quality improvement and better patient care.
Immediate Effects of Posture Correction Girdle on Adolescents with Early Scoliosis
Authors: Yiu Liu Pak , Yip Joanne , Chen Brian , He Lifang , Cheung Jason , Lun Yick Kit , Pui Ng Sun
Published: June 2022

Adolescent idiopathic scoliosis (AIS) is the complex three-dimensional deformity of the spine. AIS is commonly accompanied by postural alterations and imbalance problems. Adolescents with a spinal curvature between 6-20 degrees are defined as being in the early stages of scoliosis. Generally, bracing treatment with a hard brace is only recommended for adolescents with a spinal curvature between 21-40 degrees, while observation with periodical re-examination of the spine is suggested for cases of early scoliosis. Nevertheless, more treatment options could be provided to adolescents with early scoliosis as opposed to only observation. Therefore, a posture correction girdle has been developed with the aim to reduce posture imbalance problems and the possibility of spinal curve progression. In this study, the immediate effects of the posture correction girdle on four adolescents with early scoliosis are reported. Each subject undergoes a 2-hour trial of the girdle. Data collection is carried out before and after the trial by using radiographic imaging and three-dimensional body scanning. To evaluate the immediate effects of the posture correction girdle, comparisons are made pre and post results. Apart from the radiographic analysis, the changes of the postural angles in the frontal, horizontal, and sagittal planes during standing are also considered. The evaluation results show that the girdle has positive effects on the subjects. Two of them show a significant reduction in their spinal curve, while all of them reduce their postural imbalance during the time that the posture correction girdle is worn.
Drawing Connections: Artificial Intelligence to Address Complex Health Challenges
Authors: Seitzinger Patrick , Kalra Jay
Published: June 2022

Pattern recognition is a cornerstone of clinical care and public health practice. Historically, advances in medicine have relied on the ability of humans to detect patterns and make inferences. Modern healthcare challenges involve vast amounts of data and a level of complexity that require additional support to understand. The advancement of Artificial Intelligence has expanded our capability to detect, understand, and address patterns that were previously beyond our grasp. Artificial Intelligence has the capability to analyze otherwise insurmountable quantities of data in order to bring meaning and clarity to patterns that were previously deemed random or unintelligible. We, therefore, aim to charter a strategic path forward for innovative applications of Artificial Intelligence technology to understand and address pressing complex health challenges. The modelling capabilities of Artificial Intelligence have allowed for the simulation of potential viral mutations, as well as the development of therapeutic agents. The predictive analyses provided by Artificial Intelligence allow for a more holistic yet precise understanding of the aging process and the progression of disease, thereby allowing the extent and timing of treatments to be optimized. It has brought a new lens through which to identify malignant cells on imaging and to decode parts of the human genome previously labelled as sequences of unknown significance. On a global scale, Artificial Intelligence has given us the opportunity to better understand and anticipate the effects of climate change on health including the effects on displacement and the potential spillover and spread of new zoonotic infection diseases. We suggest how Artificial Intelligence is beginning to re-conceptualize our understanding of health and disease. The implementation of Artificial Intelligence is a pivotal time in developmental of other modern era of medical practice and public health strategies. Appropriate utilization of these new tools requires innovative thinking, critical appraisal, and tactful resource allocation to ensure issues are addressed in a timely and feasible manner.
The hospitalization experience design using gamification applied to a pediatric 3d scanner for compound fractures
Authors: Viviani Sara , Furferi Rocco , Rinaldi Alessandra
Published: June 2022

Physical, social and mental well-being is the basic assumption which allows children to experience hospitalization positively. In this age of medical-scientific progress and technological development on hospital equipment, the designers of instruments for healthcare focus their activities on developing a coherent patient-centered approach which aims to consider the person globally. Currently, the rigors of the humanization of pediatric care are elaborating products which have both technological innovation and effective design specifications on children’s implicit needs and expectations. Mainly, the active, collaborative, and coordinated presence and accessibility of the family and of the pediatric patient in the care setting are unachieved goals in this field. The article presents the research project Oplà, a 3D acquisition system, as a demonstration of how emerging technologies, culture, communication and collaboration can help significantly in mapping out new diversification measures in standard clinical practice, to enhance the assistance services, by adopting a Human-centered approach strengthened by the iterative process of design thinking.
Improving healthcare-system safety through near misses: learning from transport industries
Authors: Woodier Nick , Burnett Charlotte , Sampson Paul , Moppett Iain
Published: June 2022

The aim of this study was to understand how the transport industries of aviation, rail and maritime have implemented near-miss management systems, and the impact of their learning from near misses. Grounded Theory, augmented by a scoping review, was used to generate the theory and principles behind how the industries manage near misses. The paper summarises the key findings from the scoping review and the themes identified through interviews with safety/human factors leads across various transport organisations. The findings provide insights into how healthcare might better manage near misses. However, the findings also challenge healthcare perceptions that other industries have perfected safety, and the specific value of near misses if used in isolation. The paper finishes by recommending safety management systems in healthcare.
Ageing and medication adherence: An overview of key challenges, technologies, and opportunities
Authors: Khayamian Esfahani Bahar , Ganji Daniel , Louise Mann Emily , Milisavljevic Syed Jelena
Published: June 2022

A growing ageing population and the rise in the number of people living with long-term conditions lead to increasing demand for resources to support healthcare in a pandemic impacted world. Medication self-management or adherence remains a major challenge that creates additional pressure on the global healthcare system. Poor medication management puts the patients at risk of poor health outcomes, increased mortality and burden on the National Health Service (NHS) in the United Kingdom. In this paper, the authors provide an overview of medication adherence and discuss its underlying challenges and emerging opportunities in the smart packaging sector. This includes exploring the relevant challenges for older people’s medication self-management through interviews with medical experts. Finally, conclusions and an outlook are presented towards future opportunities for personalized product-service systems of the future.
Human Factors Analysis of Goal-Directed Perfusion in Cardiac Surgery
Authors: Kennedy-Metz Lauren , Dias Roger , Srey Rithy , Rance Geoffrey , Leissner Kay , Zorca Suzana , Shapeton Alexander , Zenati Marco
Published: June 2022

The cardiac surgery operating room (OR) is a complex sociotechnical environment requiring the seamless integration of human-human and human-machine teams. Perfusionists in particular play a critical role in ensuring patient stability by operating the cardiopulmonary bypass (CPB) machine. Goal-directed perfusion (GDP) (oxygen delivery [DO2] ≥ 280 mL/min/m2 during CPB in cardiac surgery) is recommended given the positive results of the Goal-Directed Perfusion Trial (GIFT). However, the additional cognitive burden required by the perfusionist, and associated with the heightened vigilance needed to maintain the GDP threshold, is unknown. The objective of this study was to investigate the relationship between DO2 and perfusionists’ perceived cognitive workload in cardiac surgery.Methods: Experienced perfusionists indicated their perceived cognitive workload immediately after cardiac surgery procedures (N=15) using the validated SURG-TLX index dimensions (mental demands, physical demands, temporal demands, task complexity, situational stress, and distractions). A two-tailed Spearman’s correlation was calculated to investigate the relationship between DO2 and SURG-TLX. IRB approval and informed consent from all participants were obtained.Results: Cases analyzed included 13 coronary artery bypass graft and 2 aortic valve replacement procedures. Patients averaged 66.3 years (SD: 8.3 years) with an average 30-day predicted mortality of 1.03% and 30-day predicted morbidity of 9.36%. Average pump time was 113 minutes (range 77 minutes to 170 minutes). Average body surface area was 2.15 m2 (SD: 0.17 m2).Lower DO2 levels (averaged across the duration of total pump time) were significantly associated with higher overall perceived task load (rs(13) = -0.62, p = 0.014), mental demands (rs(13) = -0.73, p = 0.002), and situational stress (rs(13) = -0.62, p = 0.017) (Figure 1). No significant correlations were detected between average DO2 levels and remaining cognitive workload dimensions.Conclusions: This is the first study to evaluate human factors associated with achieving GDP in cardiac surgery. Self-reported measures indicate an elevation in mental demands and situational stress which correspond to lower DO2 values, supporting further investigation into perfusionists’ cognitive state to avoid episodes of cognitive overload and facilitate maintenance of GDP.
Real World Constraints for Actualizing Human Factors Findings for Healthcare System Interoperability
Authors: Lightner Nancy
Published: June 2022

While theoretical and applied research findings recommend methods to optimize human-computer interaction, using them in a real-world scenario requires understanding and accommodation of constraints not normally included in experiments. This study describes steps to include research findings to incorporate interoperability requirements in the use of commercial-off-the-shelf products. This study focuses on a satisfactory and productive user experience while meeting organizational goals for the project.
Considerations and Strategies for Operationalizing Heuristic Evaluation Work
Authors: Fuller Helen , Arnold Timothy , Maddox Kyle , Adams Kathleen
Published: June 2022

Heuristic evaluation (HE) is a popular usability inspection method that allows expert evaluators to document usability problems with the design of interfaces. The relatively low resource requirements and high utility of identifying usability issues and suggesting dimensions along which to correct them have made HE highly scalable. However, there are several limitations and concerns when operationalizing HE for a large enterprise, and education and communication along with combining HE with other usability techniques may greatly increase the utility of the work.
Is Latvia Ready For The Value-Based Healthcare Era?
Authors: Petersone Mara , Erins Ingars , Ketners Karlis
Published: June 2022

The Value Based Health Care (VBHC) has recently become the leading conceptual approach to health care in the world, but no value-based healthcare programme has yet been established in Latvia. Despite the critical interest in the implementation of VBHC programmes on the part of the health sector stakeholders, still the key persons in VBHC programmes are physicians. Goal of research: To clarify the views of physicians and young physicians on values-based health care fundamental principles and their vision for their further inclusion in Latvian health care. Method: The research uses data from a survey conducted among physicians and young physicians who practice at Pauls Stradins Clinical University Hospital.Results: 42% of physicians responded that patient surveys on the effectiveness of treatment for certain groups of patients could help to improve the results of treatment; 51% of physicians responded that patient surveys on their experience during treatment can help to improve their treatment results; much more cautious were physicians regarding the question whether comparing the results of treatment between physicians teams/hospitals could help to improve the results – 39% replied ‘Yes’ and 24% ‘Rather yes than no’; similarly cautious was the reply to the question whether the voluntary public availability of treatment results from a medical treatment facility could have a positive impact on the visibility of the service provider – 31% replied ‘Yes’ and 25% ‘Rather yes’; the convincing 82% of replies were to the question whether an exchange of experience and knowledge in the team of physicians helps to improve the results of treatment; the convincing majority of 86% of physicians believe that a multidisciplinary team of physicians can help improve the results of treatment; as a positive response, can be considered that 63% of respondents think that reforms in health care may be initiated not only by the Ministry of Health. The most interesting answer would be to the question of what management strategies should be developed in the healthcare system, where the first place, with 349 points, was taken by the answer “Cooperation with external partners (manufacturers, scientific centres, insurers, IT and other service providers)”.Conclusions: The results of the survey show that the application of VBHC principles will not contradict to views of physicians on traditional management models in health care and their role in it.Proposals: However, prior to starting the introduction of VBHC programmes in Latvian health care, there are grounds for launching discussions on the benefits of VBHC compared to the traditional management model. Policy recommendations: For hospital management and health sector supervisors to avoid resistance of physicians to implementing VBHC, the strategy should focus not on VBHC resource-efficient programmes but on patient-centred healthcare.
High Reliability Organizing, Resiliency and Safety Culture
Authors: Khashe Yalda , Meshkati Najm
Published: June 2022

Complex safety-critical technological system breakdowns could pose serious threats for workers and the surrounding communities. These organizations are inherently complex and depend on the latest technologies to survive and function properly. Failures in these systems are rare but highly visible, making the consequence of such failures disastrous. To survive, a technological system must have the ability to respond to operational anomalies before any undesirable consequences, which the system seeks to avoid, can occur. As task uncertainty increases in complex systems (typical in ‘non-normal’ or emergency situations), the number of exceptions to routine operations increases, overloading the organizational hierarchy. To meet the new challenges, the organization must use another mechanism to sustain itself. The Presidential Policy Directive (PPD) 21, defines resilience as the ability to “prepare for and adapt to changing conditions and withstand and recover rapidly from disruptions”. Without understanding the vital role of human and organizational factors in technological systems and proactively addressing/facilitating their interactions during unexpected events, recovery will be a sweet dream, and resiliency will only be an unattainable mirage. A High Reliability Organization (HRO)is a resilient organization. These Organizations are a subset of high-risk organizations designed and managed to avoid such accidents. In this paper, we study the influence of HRO characteristics on safety culture, resiliency, and the organizations' ability to respond to unforeseen events.
Lower limb exoskeletons some examples of application
Authors: Santos Catarina , Teresa Videira Gabriel Ana , Quaresma Cláudia , L. Nunes Isabel
Published: June 2022

Lower limb exoskeletons are wearable mechanical or mechatronic equipment developed as augmentative devices that work in concert with the user's movements to provide physical assistance through torques or structural support. The exoskeleton moves with the user and can act actively or passively, adding strength to the wearer. In addition, they allow maintaining human dexterity, agility, and adaptability (Bär et al., 2021). Depending on the field of application, these devices can be separated into two main categories: assistive and augmentation exoskeletons. Thus, assistive exoskeletons are designed to assist/replace the impaired parts of the users, restore physical movements, increase independence, and improve patients quality of life. Alternatively, augmentation exoskeletons can be found in industries to improve ergonomics, reduce the risk of exposure to demanding working conditions, prevent work accidents, reduce users’ acute physical stress and strain and increase the operator's efficiency. As well as in military tasks to allow soldiers to carry heavy equipment while walking. Due to its wide use in various applications and the exponentially growing number of research studies in this area, the primary purpose of this article is to provide state of the art regarding lower limb exoskeletons, giving some examples of their general present-day use.Keywords: lower limb exoskeletons; assistive exoskeletons; augmentation exoskeletonsBär, M., Steinhilber, B., Rieger, M. A., & Luger, T. (2021). The influence of using exoskeletons during occupational tasks on acute physical stress and strain compared to no exoskeleton – A systematic review and meta-analysis. Applied Ergonomics, 94. http://10.0.3.248/j.apergo.2021.103385
Ergonomic Assessment of Warehouse Activities in an Electric Utilities Company
Authors: Teresa Videira Gabriel Ana , Mendes Maria , L. Nunes Isabel
Published: June 2022

Work-related musculoskeletal disorders (WRMSDs) constitute a significant problem in modern societies since they are responsible for occupational injury and disability. As a result, financial losses affect people, organizations, and society.Manual materials handling (MMH) activities are performed in many workplaces in several sectors of economic activity. They are one of the leading causes of disorders in the lumbar region. One concern of Ergonomics is to reduce the risk of MMH activities and preserve the safety and health of workers. Several assessment methods have been developed to guide MMH risk assessment.The present study aims to analyze the risk of three MMH activities daily performed by warehouse workers. It was developed at a Portuguese Electric Utilities Company. Six assessment methodologies - Revised NIOSH'91 Equation, Hidalgo Model, Shoaf Model, Mital Guide, KIM, and RAMP I – were applied to quantify the risk. A comparative analysis was carried out based on the results obtained by each methodology. After that, ergonomic intervention measures were suggested to eliminate, or at least reduce, the risk.
Formative Evaluation of Virtual Reality Materials for Inducing Cultural Awareness
Authors: Nozaki Manami , Watanabe Kazumi , Ogasawara Hiromi , Fukuda Taeko
Published: June 2022

As Japan moves toward a multiculturally convivial society, nurses are required to have intercultural competence to recognize the diverse characteristics of their patients and to practice nursing. In order to acquire intercultural competence, it is important to take an attitudinal approach that encourages cultural awareness, which is to recognize and acknowledge differences between oneself and others. Therefore, we developed a VR teaching material that allows Japanese people to experience first-person the anxiety and difficulty that foreigners feel when they visit a Japanese hospital. As the first step from the experience, we extracted gaps between foreign patients and Japanese medical staffs by reviewing the literature; the gaps were due to lack of communication, preconceptions, and bitterness. As a second step, we set four learning objectives and created an ICE rubric. The learning objectives were as follows: 1) to try to get involved actively without feeling uncomfortable, 2) to accept others as they are, 3) to think about the reasons for their words and actions by considering their culture and customs, and 4) to be able to recognize one's own prejudices, discrimination, and assumptions. As the third step, we created a prototype of the content. We shot a 360° video of three scenes in a hospital. We embedded a video of a French actors playing a medical staff and talking to the patient. In this way, we recreated the situation of a Japanese patient visiting a hospital in a foreign country. The fourth step was to conduct alpha testing among the developers to complete the content. Four developers watched the prototype and evaluated the usability and the learning outcomes using the ICE rubric. As a result, it was pointed out that although they could experience the sense of difficulty and anxiety of not understanding the language, they could not understand the situation of what was happening, nor could they think about the other person's culture or their own preconceptions. Therefore, we completed the contents by adding guidance, explaining the situation, presenting a summary of what was said, and setting up a quiz for reflection.