bluuebunny/crossref_metadata_2025 huggingface dataset:
A Presence Questionnaire for Understanding the Driving Simulator Experience
Authors: Burnett Gary , Donkor Richard , Sharples Sarah
Published: February 2022

Presence is seen to be important in the Virtual Reality (VR) domain, as there is often a close link between an individual’s experience of a virtual environment and their subsequent performance/behaviour. Unfortunately, the generic presence questionnaires available in the VR literature have been developed considering tasks not necessarily relevant to the driving situation - for instance, relating to the participant’s ability to move objects, use touch, smell items, etc. This paper describes the evolution of a driving simulator experience questionnaire, designed specifically to enable researchers and practitioners to understand how study participants perceive the driving simulation environment in relation to real-world equivalent situations. The final questionnaire has been informed by 20 interviews and focus sessions, 5 expert reviews, and simulator studies involving 225 people across different fidelity simulators and research institutions. Specifically, 41 items are currently included, believed to be of importance for natural driving. Examples of questions relate to strategic - “I felt as if I had been on a journey”, tactical -“I was compelled to obey the displayed road signs…”, and control – “I had a strong sense of physically controlling the vehicle” elements of the driving task. Items are also included relating to social aspects of driving, e.g. “I was aware that other people were driving cars around me”. In next steps, we intend to evaluate the questionnaire by comparing ratings made by individuals with their subsequent driving behaviour/performance in a simulator.
An Evaluation of the Use of Odds Ratios to Estimate the Association between Mobile Phone Use and Safety Critical Driving Events
Authors: Reed Nick , Hallett Stephanie Cynk Charlene , Jenkins David
Published: February 2022

This paper investigates the odds ratios for mobile phone use when driving for a sample of vehicles from fleets in the USA, UK, and New Zealand, employing a similar protocol to that used by Hickman, Hanowski & Bocanegra (2010). The event data was collected from vehicles of various types, ranging from commercial to private vehicles. Vehicles used the SmartDrive in-vehicle camera and telematics systems to record video, audio, location and speed information in response to kinematic triggers. Data was reviewed at SmartDrive by trained observers and coded for the safety criticality of the event (safety critical event (SCE) vs. baseline epoch (BE)) and the associated factors observed over the time-course of the event. The SmartDrive dataset comprised a total of 103,264 epochs recorded from the start of April 2012 until mid-October 2013 and was evaluated by SmartDrive expert reviewers. Of this total number of epochs, 14,097 were classified as SCEs and 89,167 as BEs. SmartDrive provided data on the incidence of events and associated factors to TRL for further analysis, particularly for tasks relating to mobile phone use. Similar to the findings of Hickman, Hanowski & Bocanegra (2010), handsfree mobile phone use was associated with a significant odds ratio of less than one for the occurrence of a SCE. In contrast to the findings of Hickman et al. (2010), results from this investigation revealed that both handheld mobile phone use and manual interaction with the mobile phone (texting/dialling) were also associated with a significant odds ratio of less than one. These results are used to discuss the advantages and disadvantages of the use of naturalistic driving data, the method of classification employed by trained observers, and the use of odds ratios as an approach for investigating the effects of engagement in secondary tasks while driving has on driver behaviour and driving performance.
Forecasting of Evolution System the Driver – A Vehicle – Transport Network – Environment
Authors: Dolia Viktor , Ivanov Igor , Sanko Iaroslav , Pankratov Denis , Kush Yevhen
Published: February 2022

The purpose of the article is method perfecting of the evolutionary probabilistic modeling that takes into account changes in the environment and the impact on all members of «the driver – a vehicle – transport network – environment». This allows to predict the evolution of any technical system with a variable environment. In work was established that the periods duration at locked state within each evolution stage of the system decreases. The disconnected state periods duration increases according to geometric progression. Also, the environment impact does not release system was determined. The environmental factors was analyzed. The gross domestic product was set like the key factor. As a result, any changes the transition environment probability in a given factual situation. It is possible to get a new model for determining the predictive values. Completed in 2006 forecast the evolution of «the driver – a vehicle – transport network – environment» (for example, in Kharkiv tram) had a valid value. As confirmed prediction verification data of 2007-2012 years. Transition probability model from the initial state to the final is refined. The proposed method allowed to apply evolutionary probabilistic modeling including a changing environment. This allows obtaining more reliable predictions of the evolution of any technical system.
Visual Search in Airport-Security Screening
Authors: Huibina CAI Yaminb HONG Yuanc JIN
Published: February 2022

Security screening is a special visual search process. The quality of the airport-security screeners directly determines the safety of the passengers, and understanding is the premise of improvement, so, it is necessary to learn the visual search details in security screening. Two groups of subjects (screeners’ group and students’ group) were selected to conduct a screening simulation experiment, to test the rationality of the current security principle (from difficult to easy, from complex to simple) and the difference between the two groups. Tobii T120 eye tracker was used to record the eye movements in the process and some parameters were selected to characterize eye movements. The data visually showed that screeners’ accuracy rate was 28.7% higher than students’, and screeners’ experiment time was shorter on average. Moreover, the accuracy of the judgment increases were produced by changes of observers’ experience on airport-security screening, not by changes of the number of the fixation point, and there were significant differences on fixation time percent, saccade distance, judgment accuracy between the two groups. The screeners tended to examine the images systematically according to the principle of screening but the students group preferred to random searching.
Ecodesign and Usability in the Redesign of Everyday Products
Authors: M. Sousaa Ana , M. Sampaioa Álvaro , Simõesabc Paulo
Published: February 2022

The design activity involves achieving design solutions that preserve as much as possible, natural resources, while improving the physical and social contexts of its users. Currently the market is saturated, with products that offer little advantage over its predecessors, or do not effectively respond to what users long for, thereby contributing to an excessive increase of resources. Therefore, in this study, the intention is to respond to the users’ needs, but considering also the environmental aspects. This study seeks to adapt these concepts for the redesign of a domestic product – a vacuum cleaner. For this purpose, the study was divided into two main phases of research: (1) recognition of the real needs of users as well as problems associated to the product, through surveys and usability tests (N=120), and (2) quantification of the environmental impact of the product (via eco-indicator 99 method). The overall data allowed to define the product requirements and outlined the criteria to be incorporated into the redesign product and also the measures to improve product usability that are consistent with ecodesign solutions.
Designing and Evaluating Ubicomp Characteristics of Intelligent In-Car Systems
Authors: Karvonen Hannu , Kujala Tuomo
Published: February 2022

In this paper, we present a preliminary taxonomy for designing and evaluating intelligent systems from the viewpoint of ubiquitous computing (ubicomp). As an example of intelligent systems, we examine a few novel in-car systems, which are already commercially available. We also discuss some ergonomics issues related to the design of in-car systems and argue that rationale for solving these issues can be found from the ideal qualities of ubicomp systems. The five characteristics we define to be ideal for genuine ubicomp systems are context-awareness, natural interaction methods, invisibility, support for everyday tasks, and interconnectivity. Based on these characteristics, we create a framework to analyse the differences between the ubicomp characteristics of the examined novel in-car systems. To assess the utility of the framework in the development of entirely new systems, we use it to evaluate two intelligent prototype in-car systems. The results suggest that the framework suits well for guiding the design and evaluation of in-car computing systems from the ubicomp point of view. Future work needs to be conducted to improve the applicability of the framework in evaluating also other intelligent systems than only in-car systems.
Drawing Accessibilities - Classroom Introductory Module to UX Design
Authors: Miguel Gago da Silva Jose , Moreira da Silva Fernando
Published: February 2022

Reflection through drawing is a strategy capable of developing perception, project values. Several studies explain how drawing serves as a reasoning tool when engaging a student to learn a subject of study; the learner tries to represent their comprehension on a specific subject. The act of drawing works as an incentive, students interact with the subject of study through the graphic representation of an idea. There is the need to empower drawing as a reasoning tool in higher education settings, in finding new approaches in classroom in developing user experience (UX) projects focused in accessibility, usability factors. This learning strategy is crucial in the contemporaneous context of user Interface design because it allows new outcomes, allows learners to understand in a systematic approach how to develop, empower accessibility solutions in a UX project.
Wayshowing Through Urban Furniture: An Ergonomic Approach to a Color Planning Methodology
Authors: Gamito Margarida , Moreira da Silva Fernando
Published: February 2022

This paper subject arises from a PhD research which defined the need to create a new methodology for urban furniture color planning. The present research is a Post-Doctoral project that aims to develop a methodology which purposes to establish the importance of a pertinent and structured color application to urban furniture, which will make possible to create color plans for urban environments, allowing urban furniture to stand out from its background, contributing for their better legibility, and transforming them in identification elements that will improve the orientation within the cities. The development and implementation of the new methodology will allow the determination, with a higher scientific approach and rigor, of the color planning to be applied to urban furniture in each district or urban area, of a city. The new methodology will be developed through an active research, focused in case studies, including three Portuguese cities with different specifications. For each city will be defined samples areas which will encompass the most representative city zones and, there, the new methodology will be applied to all urban furniture elements, in order to validate the results and the new city color planning.
Material and Ergonomics in Chairs: Study Focusing on Identity of the Materials and Perception of Textures
Authors: Almeida Jr. Gilberto , Álvares Dias Regina , José Drummond Câmara Jairo
Published: February 2022

This article discusses the relationship between the material properties perceived by individuals and the incorporation of their identity to the product, through studies of dining chairs. Its central focus is on ergonomics aspects related to materials from an experimental study with users participation. The method of study is composed of different tests, two of them have been chosen to present in this article dealing with issues related to materials with potential application in chairs. Criteria such as polymeric material texture, material identification and perceived surfaces by individuals, perception of different surfaces like metals and naturals, perception of distinct attributes associated with different material families and semantic evaluation of products made of different materials were evaluated. The study is part of a work as master research and its results will be presented showing that the product incorporates part of its material properties and interfere to the product’s identity, and consequently in the mechanisms of user’s perception, because there was reflected in the judgment of the chairs that had similar model.
Perception of Effort in Manual Actions (Torque and Pulling Strength) on Different Interfaces
Authors: M. Razza Bruno , Carlos Paschoarelli Luis , C. Lucio Cristina , Alfredo C. Ulson José , C. Silva Danilo
Published: February 2022

Tasks and products still require inappropriate demand of manual force are considered risk factors for the development of occupational diseases (Kattel et al., 1996; Aghazadeh and Mital, 1987). In ergonomic assessments, psychophysical data may provide relevant information that complement or assist understanding the results of physical assessments. In previous studies, we measured the pulling strength with 3 different handles (Razza et al., 2012) and torque strength was obtained with 5 different prismatic-shape handles (Paschoarelli et al., 2012). This study aimed to assess the reported individual perception of the strength exerted in the same conditions of those previous studies using VAS perception scale. The effects of individual characteristics (laterality and gender) and tasks elements were investigated in the reported perceived effort. This study employed three handles height (40 mm, 20 mm and 1 mm thick) grasped with 3 types of pinch grips (pinch 1, pinch 2 and pulp-pinch) and 3 prismatic-shaped handles for the assessment of torque (cylindrical, square and triangular). Results indicate that subjects of both genders could exert less effort with the handle of 40 mm height in comparison to the other heights, and pulp-pinch was considered the easiest to perform the effort. Torque’s results indicated that subjects required more effort with the cylindrical handle than to the others shapes. Of all observed conditions, the type of pinch grip had the greater impact on this measure of perceived effort.
Ergonomic Studies in Brazil and Portugal in the Operators of Electric Power Control Centers
Authors: Melo Miguel , Bueno Luiz
Published: February 2022

The electricity sector has resulted in more sophisticated equipment and requires more attention from operators, bringing the monitor and operating a growing set of equipment. This results in increased workload with emphasis on cognitive and environments more conducive to error. The task of an operator, in the Electric Power Control Centers is very complex and specialized situation. They have the basic item, the prevention of incidents and errors that disrupt the operation of the electrical system, or when this is not possible, they attempt to make the process of returning to normal, which is called recovery. They have to do it by mobilizing knowledge and reasoning for which they received training, which, from the point of view of existing rules, are adequate. However, there are some factors that need to be improved because there are still accidents and incidents caused mainly by fatigue, lack of concentration, or inadequate human-computer interface. The aim of this paper is to evaluate workload and ergonomics aspects on the operators in the electric power control centers and analyze whether there are differences in two countries of different continents Brazil and Portugal.
Heuristic Evaluation for Serious Games (HESG): Using HESG for Designing and Evaluating Serious Games
Authors: Jerzak  ab Natalia , Rebelo bc Francisco
Published: February 2022

Heuristic evaluation has become an extensively acknowledged method of usability evaluation in software development. Serious games became an useful method in teaching because they can provide meaningful learning activities and challenges. It makes us considerer serious games as important research area. Available evaluation methods for games are falling short in evaluation process of serious games due to lacking comprehension and not covering the seriousness therefore, we took the challenge of proposing a brand new heuristic method for the evaluation of serious games - Heuristic Evaluation for Serious Games (HESG). HESG consists of three modules, Game Play, Entertainment and Usability and Game Mechanics. Each module can be used remotely, autonomously and allows certain variations depending on the needs of designers and evaluators. The purpose of HESG is to create a complete and easily applicable instrument for evaluating different types of serious games. The main objective is to provide researchers and game developers with complete method to evaluate serious games and specialized training simulators in order to assure that used games are meeting the objectives, standards of quality and improve learning and training process. HESG has proven to be a comprehensive easily applicable method, a good tool to evaluate the special training purposes and may significantly help the professionals to develop good usability serious games.
Human Body-Sleep System Interaction in Residence for University Students: Evaluation of Interaction Patterns Using a System to Capture Video and Software with Observation of Postural Behaviors During Sleep
Authors: Desouzart Gustavo , Filgueiras Ernesto , Matos Rui , Melo Filipe
Published: February 2022

The behavioral and postural habits and sleep rhythm of university students change depending on the academic period, either because it requires a different pace of study (academic activities) or other types of events but this has rarely been reported in the literature which would allow an analysis and evaluation of this behavior through sleep disorders. This paper presents a study whose objective was to investigate the human interaction with postural behaviors in the residences' bedroom of female university students during the periods in which the subjects were asleep, awake, out of bed, doing activities, using a pillow in different time periods and with ecological validation. A sample of 6964 observations, which corresponds to 196 sleep-hours of 12 university students, was classified into six Interaction Categories (IC). The results show that 28.7% of the participants presented the prone position as the most common postural behavior during sleep. During the image capture, participants answered a questionnaire about the perception of pain in the spine according to the Visual Analogue Scale (VAS). 100% of the students complained about back pain; 50% referred to the evening as the period in which the pain was more intense; 25% of participants reported that pain disrupted their sleep and; the biggest indication of median of pain was in the Lumbar region (3.33+ 1.231). This data is essential for health care professionals who can use this information to enable a reduction factor of complaints of back pain, to make recommendations with schools and universities to change the demands of academic activities by distributing them throughout the semester and not at the end of each period.
Effect of Low-Amplitude Oscillation Applied to the Control Device of a Tracking Operation
Authors: Mukae Hideyuki , Yasukouchi Akira
Published: February 2022

In order to find a stimulus that improves tracking operation accuracy, low-amplitude oscillation was applied to two types of control device (a grip type and a steering wheel) in a tracking simulation. The tracking operation was as follows: The target cursor moves side to side at a fixed velocity. Subjects control the device with the aim of making the control cursor follow the target cursor. The velocity of the target cursor was set at either a low or a high velocity. The separation between the target cursor and the control cursor (the tracking error) was used to evaluate the task performance. Three oscillation stimuli were used: sin waves of 10, 20, and 40 Hz, each at three different amplitude levels. A no-stimulus experiment was used as a control. In the slow cursor, the tracking error was significantly reduced with the 20 Hz oscillation compared to the control (p<0.05). In the fast cursor, no stimulus improved the accuracy of the tracking operation. On the other hand, the tracking error was significantly increased with the 10 Hz oscillation in comparison to the control (p<0.01). These results suggest that an oscillation of 20 Hz could improve the accuracy of tracking in the slow target. The oscillation of 20 Hz could affect the protagonistic muscles of the operation, and could improve sensitivity of the muscle spindles by stochastic resonance phenomenon. As a result, the devices were operated more accurately and the tracking errors were decreased.
Certification of HCD Professionals in Japan
Authors: Kurosua Masaaki , Hayakawab Seiji , Mizobuchib Sachi , Davisb Darold , Andoc Masaya
Published: February 2022

The certification program of HCD-Net started for responding to the demand of the society for the usability professionals who have a certain level of skills and knowledge. A competence model was first established and the framework for assessing the expertise was then formed. The program that started in 2009 has been recognized as the unique system and more than 300 professionals are now playing the leading role in the area of HCD
Education and Professional Development of Ergonomists in Russia
Authors: Anokhina Alexey , Gorodetskiyb Igor , Lvovc Vladimir , Padernod Pavel
Published: February 2022

The paper describes current state of education and professional development of specialists in human factors and ergonomics in Russia. University education in Russia is regulated by the fixed list of specialities and by the State learning standards. Currently, there are four university specialities that can serve as “umbrella” for education of ergonomists, namely: “System Analysis and Control”, “Biotechnical Systems and Technologies”, “Psychology”, “Design”. Two Russian leading universities offer bachelor and master programs on ergonomics. Postgraduate ergonomics education is available in the form of training courses and courses for preparation of candidate or doctoral dissertation. Any dissertation must be attributed to one of the predetermined scientific specialities. The most relevant speciality is “Occupational psychology, engineering psychology, ergonomics”. Nearly half of all candidates and doctors of sciences who have defended research work on ergonomics have degree in technology, one third – in psychology. Currently, Russian ergonomics society is elaborating procedure for certification of professional ergonomists following the CREE (Centre for Registration of European Ergonomists) model. As a first step to this target, the Standard for certification of the specialists designing human-machine systems has been developed. This standard establishes three evaluation criteria concerning of applicant’s educational level, professional experience, and professional development and self-education.
University Classrooms and
Authors: Compatibility Students'
Published: February 2022

This study aimed to assess the compatibility between students’ anthropometric dimensions and 9 school furnitures (5 chairs and 4 tables) available in the classrooms of the Faculty of Engineering of the University of Porto (FEUP). 206 students (131 males and 75 females) from different courses, with ages ranging from 18 to 35 years old, were measured by using both a stationary and a portable anthropometer. A set of 14 static anthropometric dimensions were collected. This enabled the creation of the anthropometric database of the faculty’s student population. Students’ majority (69.9%) reported feeling discomfort while using the classroom furniture. The interpretation of the obtained factor plans highlights not only a difference between genders, but also differences regarding the importance of anthropometric variables in the explanation of the perceived comfort. The results show that most of the chairs are incompatible with users’ characteristics, being noticeable a significant difference between fixed and adjustable type chairs. Likewise, when used with the chairs, tables also revealed significant incompatibilities. This study seems to indicate that classroom furniture is usually selected and acquired without due previous ergonomic concern, which often results in its inadequacy and mismatch with the end users anthropometric characteristics.
Measurement and Research on Foot Size of Juveniles in Shanghai
Authors: Xiang Zhou , Shouzhong Hu
Published: February 2022

China has been lack of accurate human body size datas of juveniles in a long term, which foot size is one of them. This article discusses the application of three-dimensional anthropometry technology. By measuring the foot length and sole circumference of 4000 juveniles between 4 to 17 years old in Shanghai, foot shape of Juveniles can be defined and classified, which can provide effective scientific basis for Juveniles' shoes design, plate-making, edition and publishing, while Juveniles' shoes, leather shoes, sports shoes, cloth shoes, etc., can only achieve the best suitable, comfortable, warm, beautiful effect with perfect matching with human foot shape. The classification, shape definition and ergonomics research of juveniles in Shanghai has a profound economic and practical significance to the footwear manufacturing enterprise and the society.
Virtual Fitting Based on 3D Human Body Measurement Software Research and Application
Authors: Shouzhong Hu , Xiang Zhou
Published: February 2022

This article expounds the barriers in the development of intelligent fitting system, which focuses on the correlation between body database and of intelligent fitting system. How can the system estimate the suitability based on the deformation under constraint of human body and clothing material. The data collection adopted a non-touching 3D anthropometric method by taking pictures of front, back and side of a human body in a background with scale, marking several feature points of important body parts, calculating and speculating these feature points to get the corresponding data of human body, and setting up an anthropometry database to simulate the corresponding virtual 3D body model in the software. And this article focuses the analysis and application of 3D anthropometric data in the intelligent fitting system of female skirt.
Ergonomics Solutions in the Footwear Industry: The Case of the Activity of Footwear Unmold
Authors: Soares Másculo* PhD Francisco , Alves Colaço MSc Geraldo , Machado Ithyara
Published: February 2022

This work analyzed the influence of the implementation of ergonomic measures in the work conditions of the cemented assembly section in the unmold activity in a shoe industry located in the state of Paraiba. To do so it took place a comparative analysis with relationship to the ergonomic improvements previously implanted in the workstations of the company, looking for to verify if the application of those measures had influenced or not the work conditions in the assembly section mentioned. Historically, that type of industry doesn't have in its practices a culture of Prevention of Accidents and Ergonomics. Consequently it is noticed the elevation of the number of acquired diseases related to the work in that section. As methodological procedures, interviews were accomplished with workers of the Section of Assembly of the industry, looking for to make the measurement of the work conditions starting from the application of the methodologies Situation, Problem and Improvement (SPI) and of the methods Occupational Repetitive Action (OCRA), Gravity, Urgency and Tendency (GUT) and the diagram of painful areas of Corlett and Manenica (1980). As result, improvements of the work conditions were evidenced with the elimination of non ergonomic conditions in the activity, besides making possible larger motivation and better life quality to the employees of the studied section.
Hyperbaric Chambers: A Human-Environment-Machine Approach
Authors: Bitterman Noemi , Bonen Ariel
Published: February 2022

Hyperbaric chambers are pressure vessels capable of accommodating one or more persons with the purpose of providing medical treatment. Therapeutic hyperbaric chambers have been in use from the mid-20th century, yet apparently their design has not reached its full potential and they are not compatible with current healthcare facilities design. This paper will investigate therapeutic hyperbaric chambers from a human-environment-machine perspective in order to highlight their specific problems and requirements, and suggest design concepts that may improve the function of the staff, the quality of treatment provided and patient satisfaction. Data were collected from personal observations, a literature review and a market survey. Main design solutions include personal space and privacy, ease and comfort of walking into the chamber, mobility, stress- and anxiety-reducing environment, re-arrangement of seating and equipment locations, personalized (user-tailored) entertainment systems, and more. It is suggested that adopting a user-centered design rather than an engineering focus will improve workload and functionality of the staff, alleviate psychological issues, and increase satisfaction and the overall "user experience" of the patients. This study could be applicable and easily adapted to other confined environments.
Intercultural Aspects: Color Usability Perception
Authors: Lúcia L. R. Okimoto Maria , Benglerb Klaus , Olaverri Monreal Cristina
Published: February 2022

This article presents an exploratory study involving the perception of color within a computer task in two different contexts, Brazil and Germany. In this study, we propose a comparison between possible elements of usability in typing task and color. A total of 62 individuals (31 Brazilian and 31 German) participated in the study. We developed a questionnaire in the language of each country. The questionnaire was sent, via email, to persons who had previously agreed to participate in the survey. Alongside each question, we provided a palette of 48 colors to correlate colors with usability elements. Participants were requested to correlate past experiences of a typing task. We found significant differences for color perception in positive and negative emotions (success and failures in accomplishing the task). We observe that the color ratings obtained from the German group are more homogeneous than those of the Brazilian group. And in the Brazilian group, we found more preference for many colors for that same task, and we suggest further studies.
Inspædia, Inspiring a Collaborative Intelligence Network: Designing the User Experience
Authors: Maldonadoabcd Paulo , Moreira da Silvab Fernando , Teixeirae Fábio
Published: February 2022

The main objective of this paper is to present the interface design concept of Inspædia focused on the user experience, to create knowledge in innovation and design and to facilitate collaborative intelligence. We consider innovation in the disciplinary context of the design to inspire new design processes and to expand and diversify the frame of references in order to stimulate ideation in design, as well as to offer to the inspædiers a stimulating interaction and knowledge experience. Whereas Inspædia is malleable enough to inspire and operating a network of collaborative intelligence in the areas of innovation and design - the results achieved are a significant contribution to knowledge in design and (hopefully) to the science of design (since not all knowledge is science).
Examining Hazard-Related Perceptions of Virtual Household Package Prototypes
Authors: Ayanoğlua Hande , Duarte Paulo Noriega ab Emília , Teles de Júlia , Rebeloab Francisco
Published: February 2022

Many household products have “hidden hazards”. Also, because of package similarity, people may have difficulty distinguishing chemicals from consumable goods. The incorrect identification of a hazard can result in injuries. Many efforts have been done to improve package warnings, but little is known about the extent that the package’s shape can be used to communicate, in an implicit manner, safety-related messages. This study examined the effect of package’s shape on hazard-related perceptions (i.e., hazardousness and awareness of consequences). Participants observed eight virtual package prototypes of household products grouped into four sets according to their original content’s hazard (i.e., nonhazardous vs. hazardous) and familiarity (i.e., familiar vs. unfamiliar). An uncluttered virtual environment was used to display and interact with the prototypes. Results for familiar and unfamiliar packages differed. For familiar cases, hazardous packages were rated as significantly more hazardous and attained higher awareness of consequence than the nonhazardous ones. For unfamiliar cases, no statistically significant differences were found between hazardous and nonhazardous packages. The implications are two-fold. First, the results suggest people can perceive hazard from the package’ shape, but their perceptions are affected by familiarity. Second, the results suggest the simulator based methodology is feasible for this type of study.
The Influence of the Scenario on Intention to Comply with Warnings
Authors: Schiavini Reginaldo
Published: February 2022

The aim of this pilot study was to compare the influence of scenarios in the perceptions of participants. Were manipulated factors such as the danger and risk that led to the obtention of two scenarios called selfish and unselfish. The importance of using scenarios for doing this research on behavior consonant with warnings is very large, especially when you need to model/select virtual involvements. Such scenarios can support reasoning about situations of use, even before these situations are created. In this pilot study, the scenarios were developed to assess behavioral intentions to comply with security warnings, as well as the perception of risk and danger. The aim was to find a scenario that is sufficiently negative to dynamic warning technology-based, ie, they tend to produce low rates of behavioral intentions. For this, we measured behavioral intentions through a questionnaire. The sample consisted of 60 volunteer college students. The main results showed no significant differences between the two scenarios and both can be used.
Establishing Threshold for Visual Discrimination of Height in
Authors: Human Body Pictorial
Published: February 2022

Human height is usually determined by objective measures. Taking into account that body height can have perceptual dimensions, it seems interesting to investigate this personal attribute by a more subjective approach. However, for this it would be former necessary to establish the capability to discriminate difference between figures depicturing body heights. Thus, the objective of this study was to establish the smallest perceptible difference whilst judging the similarity between different human figures representing body heights. Methods: 140 pairs of human figures were presented to 37 participants. The differences between human figures varied from 0 (equal) to 6 cm proportionally to the real height. Each participant judged whether the figures were similar or different. Results: The percentage of correct answers increased when the difference between figures increased. This percentage was higher than 70% for differences corresponding to 4 cm or higher of the real height for both genders. Conclusion: Relative difference (sensory threshold) of 4 cm was consistently established for visual discrimination of height in pictorial human body. This sensory threshold can be considered when studies on perceptual body height are conducted in the future.
The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review
Authors: Carvalho Breno , Soares Marcelo , Neves Andre , Soares Gabriel , Lins Anthony
Published: February 2022

The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world.
Fixation Height in Way-finding while Peripheral Visual Fields are Restricted with Synchronously Moving Virtual Holes
Authors: Yoshioka Yohsuke
Published: February 2022

An experiment was conducted to examine the function of the peripheral visual field (PVF) by using a virtual reality system consisted with a head-mounted-display and an eye-tracker. The system could modify the display in concert with real-time fixation pattern. Subjects walked through four types of virtual maze under different condition in which their PVF was restricted artificially with the system. The results indicated: 1) Under the condition in which over 30 degrees of PVF was restricted, the fixation duration on middle part of walls while walking throughout the entire maze was longer than that under the non-restricted condition and the condition in which over 15 degrees of PVF was restricted. 2) Under the condition in which over 15 degrees of PVF was restricted, the fixation duration on the lower part of walls while walking throughout was longer than that under the non-restricted condition and the condition in which over 30 degrees of PVF was restricted. 3) Under the condition in which over 15 degrees of PVF was restricted, the fixation height while walking through the area with two dead ends was lower than that under the non-restricted condition and the condition in which over 30 degrees of the PVF restricted.
Analysis of a Spectacle-Type Device for Rapid Visual Referencing
Authors: Yokoyama Daigoro , Uchiyama Takahiro , Fukuda Miyuki Yagi Miwa Nakanishia Yusuke
Published: February 2022

This study investigates a reference form through which the user shifts his main eyesight view to the ancillary information presented by a monocular see-through head-mounted display (HMD) within a short time. The system requires only “glance” at ancillary information. Assuming that the HMD is applied for short-time referencing at any time, we hypothesize that the optimal position of the presented auxiliary information is the equilibrium point, where the referencing efficiency is traded against the complexity of the visual field. Besides presenting our proposed design, we experimentally verify this hypothesis in the current study. In the experiment, the optimal position of information presentation is evaluated from the time required to glance at HMD-presented information and from task performance, which relates to the complexity of the visual field. The optimal position was neither the periphery nor the center of the visual field but was shifted by 15° in the horizontal direction (external angle) from the center of the visual field.
Does Spectacle-Type Wearable Display Improve Efficiency and Safety? : An Experimental Evaluation of Practical Use
Authors: Uchiyama Takahiro , Yokoyamaa Daigoro , Fukuda Miyuki Yagi Miwa Nakanishi Yusuke
Published: February 2022

In this study, we experimentally evaluated the effectiveness of using a spectacle-type wearable display (SWD) to enhance safety and efficiency. Particularly, we aimed to understand whether the use of SWDs instead of small monitors in medicine or aviation will improve task accuracy and efficiency and to what extent. Specifically, we applied an SWD for operating an object while watching an image displayed on the monitor, and we investigated the effect of using SWDs as an alternative to small monitors via simulation experiments. We focused on efficiency and safety, and found that safety improved by 24% and efficiency by 8%–29%. The effectiveness of the SWD is larger in case where the position of the small monitor makes operating the object difficult.
Designing for Elderly People-Ergonomics of Vision
Authors: Pinheiro ab Cristina , Moreira da Silva Fernando
Published: February 2022

When designers need to develop communication, interior, signage or urban environment design projects for elderly people, their skills are enhanced with studies about normal aging process and anatomic changes. The same way, knowledge about vision, colour vision, vision loss and deficient colour perception of older people, must be taken into account, in order to improve design practice. These aspects of projectual practice are the key aspects to be addressed in this paper. In order to prevent dependency and exclusion, designers have to understand and account for the reduced functional capabilities of older adults in their designs. Achieving project goals for this target group will ensure better solutions for all users. We hope that this work will support design professionals in their goal for 'design for all'. Bringing knowledge about colour vision deficits, and applying principles of visual ergonomics to projectual practice, will help people moving safely in urban environments, living comfortably in interior spaces, and reading all the visual printed information with minimum effort, which will improve their quality of life.
Aspects of Ergonomics and Sustainability Design Applied to the Utilities Board for Café Tokyo’s in Recife, Pernambuco/Brazil
Authors: D. A. Silva Germannya , C. M. Tabosa Tibério , Maria Q. Andrade Ana , P. Cavalcanti Virginia
Published: February 2022

This paper presents the design method applied for the development of the product line created to meet the demand for utilities Café Tokyo’s table, headed by Matsumoto family, dedicated to oriental cuisine in Recife, since the '70s. The methodology strategies used for the project were organized in the following steps of research: analysis, synthesis and monitoring the production process. As a result, the Origami line utilities table has good usability, given the design of irregular geometry. Was produced with ceramic residue donated by a factory of sanitary wares and glazed with lead-free ceramic glaze composition which, besides ensuring good mechanical resistance of the pieces still provides environmental and economic sustainability of the group of artisans of Cabo de Santo Agostinho – Pernambuco, supported by The Imaginário Laboratory since 2003.
Human-Social Interaction Model for E-Health Interfaces
Authors: Pernencar Cláudia
Published: February 2022

Living with chronic diseases has an enormous impact in patient’s daily life. Those who feel that impact on their day-to-day especially regarding with the management of the disease itself, often end up getting solutions to overcome the difficulties becoming both "User Innovator" and "User Patient". If we associate to this detail, the professional experience as a "User Designer" then, we can probably reduce the step's number during the iterative Design Process that is used to develop a digital system, as the research we are covering. We intend to analyze these problems concerning the model "Human-Social Interaction model for e-health interfaces" presented on this paper. We include three axes and their specifications. “User Innovator” with personal experience (Own needs, motivation and recognize news sets of designs); “User Designer” with Interaction Design skills (Interaction design, usability tests and wireframe); “User Patient” with Cronic Disease (Experience, patient perspective and social integration).
Contribution of Design in the Developmental Process of External Prosthetic Medical Devices
Authors: Matos.. Demétrio , Marques Pinho António , Margarida Ferreira Ana , Paulo Martins João
Published: February 2022

Aware of the importance of systemic and multidisciplinary approaches to the development of a new product but also of the synergy of variables and dimensions such as formal-aesthetic, emotional, and usability for its success and for the decision of buying, an active research based on user-centered design methods was carried out. We are seeking to find and validate, through methods such as literary review, direct observation, surveys, interviews and by designing and prototyping a new product, the variables and their relations so that issues such as user needs, as a whole, and organizational expectations, among others, be considered in the design phase. The project chosen to validate this research aims to optimize endoskeleton prosthesis for lower limb and therefore the quality of life for amputees. In the first methodological moment, i.e. analysis, several variables related to shortcomings of the current products and possible improvements were identified through interaction with users. With these data it is hoped to surpass the kind of devices limited to reproduce a walking cycle and obtain effective solutions both for the initial phase of rehabilitation as for the further active life of the patient.
Using Anthropometric Criteria to Evaluate the Design of School Furniture for Benghazi Primary Schools
Authors: Altaboli Ahamed , Ahmida Raja , Elmgrab Mustafa , Immraga Heba , Othman Rabheen
Published: February 2022

The objective of this study is to evaluate the existing designs of school furniture used in the basic education stage in public schools in the city of Benghazi. Anthropometric data were gathered for a total of 360 students (183 females and 177 males) for the first three grades in the basic education stage (children of age 6 to 10 years old) from eight schools. Several body dimensions were measured for each student (popliteal height, popliteal-buttock length, shoulder height sitting, knee height, elbow height sitting, shoulder to elbow length, and hip breadth sitting). Dimensions of the existing design of the classroom desk were also obtained. The evaluation procedure involves the utilization of several equations relating body dimensions to furniture dimensions. Each equation computes an acceptable range for each desk dimension based on the associated body dimension. Each desk dimension is compared to the range computed for the related body dimension for each student and percentages of matches/mismatches are determined accordingly. Results of the evaluation revealed substantial percentages of mismatches between the desk dimensions and students anthropometry; all the evaluated desk dimensions are larger than the related students’ dimensions.