bluuebunny/crossref_metadata_2025 huggingface dataset:
Impact of Loading and Rest Intervals on Muscle Inflammation
Authors: Gao Tianqi ‘Tenchi’ , Gallagher Sean
Published: October 2014

The efficacy of many existing musculoskeletal disorders (MSDs) treatment and preventive approaches remains unclear in current literature. Instead of applying additional measures that generate additional costs, redesigning the job in a MSD preventive way in the first place could be a cost effective and health promoting alternative. Manipulating rest intervals and load-repetition combinations within the work time and workload capacity constraints could qualify one of the beneficial alternatives. The purpose of this study is to determine whether different load-repetition combinations and rest intervals with different frequencies and durations would have an impact on the inflammatory response of the muscle and the development of MSDs within certain constraints – predetermined total work time, total rest time and total work volume.

In this study, a total of 24 healthy college men with homogenous anthropometry measures will be randomly assigned to a 19-minute bicep eccentric exercise task including a total of 4-minute rest time. The total workload for all eccentric exercise treatment combinations is 27 times the maximum voluntary isometric contraction (MIVC). Within the shift, the subjects will be randomly assigned to 90% MIVC or 30% MIVC workloads; each subject will also be assigned with 2 minutes or 0.5 minute rest intervals. This pilot study uses the recoverable short-term delayed onset muscle soreness (DOMS) analogous to the long-term MSDs to imitate muscle inflammation and healing processes in MSD cases. Three physical responses: serum CK level (a quantitative marker for skeletal muscle microtrauma), MIVC (a good measure of the degree of muscle recovery), and muscle soreness are measured before exercise and at days 1, 2, 4, 8 post-exercise of the human elbow flexor muscles. A two-factor (loading and rest interval) factorial regression model will be established for muscle inflammatory response.

The findings of the study would assist in understanding the effect of loading and rest on muscle inflammatory response and healing process as well as designing jobs with suitable rest intervals and load-repetition balance to prevent MSDs at manufacturing settings. The statistical regression model could provide guidance to implement ergonomic assessment tools.
Human Factors Study on Light Modulation in Indirect Office Lighting
Authors: Olsen Jo , Spaulding Jeremy , Davey Ernest , Ring Charles
Published: October 2014

Our goal is to provide insight into the human experience of light modulation to help achieve the specific application goals of indirect office lighting. This paper explains experimental development and design, and results from a human factors experiment for an indirect office lighting application. 18 subjects experienced working for a day in a 4x4 meter office equipped with an extended cove, housing LED light modules, providing indirect lighting that varied at 2 light modulation levels and a no modulation control condition. The light modulated at a frequency of 100 Hz due to the electronic design of the rectification of the AC line voltage. The results show that subjects had little to no response for the 29% light modulation level and the 0% control. Considerable undesirable response was measured with 100% modulation. In addition we see considerable variation from subject to subject. The type of information contained in this paper is used in making decisions on design trade-offs by product development teams.
Conceptual Development of a Personalized Learning System for Type 2 Diabetes Mellitus Prevention
Authors: Davis Dorian , Jiang Steven
Published: October 2014

Advancing personalized learning has been identified as one of the grand challenges by the National Academy of Engineering. It is an approach that customizes the delivery of information based on different learning groups. Personalized learning provides choices and flexibility in how, what, when and where we learn. It also allows the user of the system to actively participate in the development of their learning. This re-search aims to study personalized learning designed for preventive care of Type 2 Diabetes Mellitus Health Information System. User-centered design will be applied during the design process. A framework will be developed for the design of a personalized system that individually adapts to learning styles.
A Comparison of User Preference for Mouse and Touchpad with Windows 8 Interaction
Authors: Kotin Stephan
Published: October 2014

The Windows 8 operating system is noticeably different from prior Windows operating systems and contains features that are designed with a touch interface in mind. The current study investigates user preference for PC indirect input devices when using the Windows 8 operating system without an available direct touch interface. Subjects first completed a performance task (Winfitts) with each input device. Subjects were trained on how to use Windows 8 edge-swipe features with both input devices. After training, subjects were asked to complete a task list of Windows 8 specific gesture tasks using either a laptop touchpad or a mouse. After completing the tasks with both input devices, users completed Likert scale ratings about their interaction with each input device. Finally, subjects were asked which input device they would overall prefer when using windows 8. We hypothesize that there will be a preference for the touchpad over the mouse. Contrary to the hypothesis, results showed a significant user preference for a mouse when using the Windows 8 operating system, as well as when executing Windows 8 specific interactions.
First Look
Authors: Siu Christina , Chaparro Barbara S.
Published: October 2014

Previous research has shown that users scan traditional text-based web pages using an “F-shaped” pattern. Evidence of this pattern exists because of the hierarchical structure of search engine result pages (SERP). With the recent implementation of Windows 8, search results are presented as a horizontal grid rather than a list. Due to the structural differences between the list and grid layouts, it is reasonable to postulate that users would exhibit dissimilar scanning patterns between layouts. This study compared the eye-tracking data of two SERP layouts (grid vs. list) with two types of tasks (informational vs. navigational) to observe differences in gaze patterns. Results indicated that users viewed the top left quadrants of the grid layout the most. However, there was little consensus as to how the results were ordered in the grid, unlike the list layout.
More Information May Reduce Errors for Novice Users
Authors: Pybus Lawton , Taub Michelle , Clark Hallie , Furlough Caleb
Published: October 2014

The popular Square Register app was tested and redesigned for better initial performance using human factors methods. The research team interviewed both current and potential users who expressed concerns and questions about the nature of the app. We conducted further usability tests to evaluate weaknesses in the app interface and to guide redesigns. We created semi-functional prototypes to test the benefits of these design recommendations. Results were mixed, but partially support including additional information in the app for the benefit of novice users. Issues found during prototype use are discussed.
The Relationship Between Task-level and Test-level System Usability Scale Scores
Authors: Callan Amber , Kortum Philip
Published: October 2014

This study examined whether the average usability score for a series of tasks was the same as the usability score for the product if usability was measured only after all the tasks had been completed. Fifty participants completed a set of tasks for five websites and fourteen mock voting ballots. Subjective usability assessment was made with the System Usability Scale (SUS). Participants completed the SUS either after each task (five or fourteen SUS administrations, respectively) or after completing the entire set of tasks (one SUS). The results show that the average SUS scores for the task-level assessments were significantly higher than the SUS scores for the test-level assessments. Results were similar for the ballot and website conditions. Task-level SUS scores on the Honda websites ( M = 65.5) were significantly higher than the test-level SUS scores ( M = 42.8), p < 0.0001. Similar results were observed in the ballot condition, where task-level usability assessments were higher ( M = 59.5) than test-level assessments ( M = 38.5), p < 0.0001. Practitioners and those interpreting SUS scores need to be aware of how these experimental differences can lead to different assessment metrics.
A Comparison of the Micro-Adaptive and Hybrid Approaches to Adaptive Training
Authors: Van Buskirk Wendi L. , Steinhauser Natalie B. , Mercado Alyssa D. , Landsberg Carla R. , Astwood Randy S.
Published: October 2014

Recently, there has been a push to investigate state-of-the-art approaches in computer-based training (CBT) that have the potential to be as effective as one-to-one tutoring. One promising method is Adaptive Training (AT). However, there are a number of different AT approaches as well as numerous variables that can be adapted and scant research to guide training system designers. In our study, we compared four different AT approaches within the context of a military task. While there were no significant differences in performance scores during training, our learning gain results support the notion that a Hybrid Approach to AT is more effective than a Micro Approach during the most difficult training scenarios and regardless of the variables that are adapted. It is possible that this result is due to a reduction in germane cognitive load when the starting difficulty matches a learner’s spatial ability. Implications for the design of future AT systems are discussed.
The Use of Stereoscopic Depth in an Automotive Instrument Display
Authors: Szczerba Joseph , Hersberger Roger
Published: October 2014

Automotive instrument displays commonly use telltale indicators to inform drivers of vehicle system status or to alert them to system underperformance. For greatest usability, telltales should be easy to locate with any change in status being readily apparent. An instrument cluster was designed with telltales presented in a stereoscopic plane closer to the observer and tested for usability in a desktop study. Participants answered questions regarding the presence or absence of specific telltales on the display. Usability was assessed by measuring the reaction time to locate a telltale and the sensitivity of the participants’ response to a change in telltale presence. The results indicated that the use of stereoscopic depth on telltales in an automotive display can improve user-performance when the number of telltales presented in 3D is restricted to three or less.
Auditory-Spatial Executive Function across Spatial Frames of Reference
Authors: Garcia Andre , Tanangco Ederlyn , Roberts Daniel , Baldwin Carryl
Published: October 2014

An experiment utilizing an auditory-spatial Stroop paradigm was created to assess whether participants are better able to attend to spatial or semantic information across near and far regions of space. Participants were instructed to attend to either the semantic information of a stimulus or identify the location of where the stimulus came from, depending on the condition. The sounds came from speakers that were physically located in either near space (peripersonal region of space) or far space (extrapersonal region of space) and the words were either “near” or “far.” Results indicate that participants in general were quicker at responding to the semantic condition than the location condition. Furthermore, consistent with findings of many other Stroop-like experiments, there was a significant difference between congruent and incongruent trials in both task conditions. The results of this investigation provide additional insight into how people process different types of information across near and far regions of space.
Unmanned Vehicle Control HCI for Amphibious Operations
Authors: McWilliams Michael R. , Osga Glenn A.
Published: October 2014

The operator control software demonstrated is the result of a multiyear research effort conducted by SPAWAR Systems Center Pacific (SSC Pacific) investigating Human-Computer Interface (HCI) issues associated with operating unmanned surface vehicles (USVs). The primary focus of this effort was to implement and evaluate the effectiveness of HCI enhancements made to an existing control system, with the goal of supporting simultaneous operation of multiple USVs by a single operator. Design enhancements included; integrated video and graphics displays, synthetic speech output for alert messaging, and implementation of a hand-held (game-type controller) as the primary input device. Significant improvements in operator performance were observed with the enhanced design during a simulated mission scenario. While overall results were encouraging, the researchers conclude that improvements in on-board sensor capabilities and obstacle avoidance systems may still be necessary to safely support simultaneous operation of multiple USVs in heavy workload situations.
Veils
Authors: Bennett Kevin B.
Published: October 2014

This paper briefly describes a prototype interface for computer network defense (CND) that has been developed using the cognitive systems engineering (CSE) / ecological interface design (EID) framework. This ecological interface is referred to as VEILS (Versatile Ecological Interface for Lockdown network Security). VEILS supports CND by collecting and integrating network defense information from a variety of sources including intruder detection / protection systems, firewalls, and system logs. VEILS was designed to be consistent with three principles of EID. The innovative displays represent the affordances of the work domain in a manner that is compatible with human visual processes (i.e., direct perception). The capability to specify both information content (different types) and information extent (scope) is supported entirely through intuitive and natural control input including point, click, and drag (i.e., direct manipulation). Finally, interface resources are used to choose alternative viewing perspectives, to highlight functional relationships across displays and to support effective navigation (i.e., visual momentum).
Demonstration and Evaluation of an Eyes-Free Mobile Navigation System
Authors: Calvo Andres , Finomore Victor , McNitt Thomas , Burnett Gregory
Published: October 2014

Loss of awareness in one’s immediate surroundings can have devastating results when navigating. For instance, military operators must often navigate in unfamiliar environments and must be able to detect nearby threats to survive. Visual displays such as paper or digital maps can draw visual attention away from one’s environment. We developed a navigation display that guides a user through a series of waypoints by playing a 3D audio tone over headphones or vibrating a tactor on an array around the torso. We evaluated the navigation display by having participants navigate through 32 waypoints in an open field. In addition to evaluating auditory and vibrotactile cues, we considered an analog visual cue, an allocentric map, and an egocentric map. Participants were able to reach all waypoints in every condition. Results suggest that the participants reached waypoints fastest with the egocentric map. Additionally, participants were slightly faster with the auditory cue than with the vibrotactile cue. Subjective workload and usability questionnaires found that both of these conditions were not mentally demanding and highly usable. These results help support the development of eye-free mobile navigation tools.
How Do I Handle My Life Now? Coping and the Post Traumatic Stress Disorder Checklist - Military Version
Authors: Rice Valerie J. , Overby Cory , Boykin Gary , Jeter Angela , Villarreal Jessica
Published: October 2014

Approximately 13 to 30% of service members returning from Operation Enduring Freedom and Operation Iraqi Freedom have Post-Traumatic Stress Disorder (PTSD) (Institute of Medicine, 2012). The purpose of this research is to examine the relationship between self-identified PTSD and self-reported coping abilities. Active duty and veteran volunteers (n=77) took the PTSD Checklist – Military Version (PCL-M), 26 were identified as having high PTSD scores (+PTSD) and 51 were identified as having low scores, such that they would not be suspected of having PTSD (-PTSD). Volunteers took the self-reported Brief COPE Inventory. Using independent samples T tests, those with +PTSD used dysfunctional coping strategies of Behavioral Disengagement (giving up, helplessness) t(32.735)=2.898,p=0.007; Venting (focusing on distress and venting emotions) t(36.537)=2.264, p=0.030; and Self Blame (self- criticizing and self-fault) t(38.147)=4.161, p<0.001 more often than those with -PTSD. These results provide information on the coping skills of those with self-identified +PTSD, according to the PCL-M. Further research and engaging new recruits and those with PTSD in learning positive coping skills are recommended.
Recurrence Quantitative Analysis of Postural Sway using Force Plate and Smartphone
Authors: Chung Charles C. , Soangra Rahul , Lockhart Thurmon E.
Published: October 2014

Although modern medicine and new medical technologies offer enormous potential to improve diagnosis and treatment of many diseases, mortalities from fall accidents are steadily on the rise for the elderly. Since postural stability characteristics are considered to be important in maintaining functional independence free of falls and healthy life style especially for the growing elderly population, there is an imminent need in inexpensive and portable device that can assess balance. While inertial sensors embedded in smartphone are seen as an alternative to force plate (ground truth) to unobtrusively assess postural stability in home environments, no study has yet reported the non-linear physiological information captured by smartphone affixed at pelvic region. By using recurrence quantitative analysis (RQA), this study investigates non-linear dynamical features of postural sway measured from force plate and smartphone. The resultant position vector of postural sway from the two systems was highly coherent and was used for non-linear analysis. Even though most of RQA measures collected from the projected postural sway using the smartphone were significantly different than measures collected using the force plate, deterministic characteristics of postural sway were not found significantly different. This study opens new prospects of easy clinical testing using postural variables that may be relevant for assessing fall risks at home and patient environment in future.
Enhanced Hand Function Assessment Using Pressure
Authors: Figueroa Rosemarie , Das Shwetarupalika , Armstrong Thomas , Woolley Charles , Chung Kevin
Published: October 2014

Hand injuries affect our ability to manipulate objects, and existing tools are useful in determining if patients have difficulty performing tasks. The Jebsen–Taylor Hand Function Test (JTT), is a widely used test for functional motor assessment that reflects activities of daily living. But current tools, including the JTT, do not measure compensatory behavior. This study aimed to investigate the use of a low cost motion capture system to evaluate compensatory behavior of Rheumatoid Arthritis (RA) patents during a JTT assessment. Youth and Older control groups were used as a basis for comparison of RA patient performance. Results of the JTT itself illustrated how RA patient can perform some tasks more quickly than control groups. However, the JTT only evaluates completion times of each task, not how the participant performed the activity. Including Range of Motion measurements during this JTT assessment indicated that there are significant differences in the Range of Motion of RA patients in comparison to both young and older control groups. For example, hand displacement results for the RA participants were significantly greater than those of the older control. This demonstrates that the integration of motion capture analysis with the JTT gives a more comprehensive assessment of hand function.
To Verify or Not to Verify, That is The Question
Authors: Acemyan Claudia Ziegler , Kortum Philip
Published: October 2014

Recently developed secure, end-to-end voting systems are designed to allow voters to confidentially verify on the internet that their ballot selections are cast and counted correctly. In response, this research paper characterizes both voters’ desire to actually use vote verification methods and the format of verification that users expected. 767 registered voters participated in a 2012 pre-election poll. Respondents were queried about their confidence in current voting systems, if they would want to be able to verify the accuracy of their ballot after voting in an election, and the preferred verification format to be used in future voting methods. The findings demonstrate voters’ confidence in current voting systems could be improved, possibly by being able to verify that their votes were cast and counted accurately. Voters indicated that they would want to be able to check on their votes in future elections. In addition, there was not a single form of verification that was preferred by most respondents—meaning a verification form that fulfills all users’ expectations would need to be developed. In order to increase voter use and acceptance of secure, voter verifiable voting methods, these findings should be considered when developing the next generation of systems.
Motorcycle Clutch Grip Strength
Authors: Conrad Megan O. , Marklin Richard W.
Published: October 2014

The purpose of this study was to evaluate the maximum grip force a user can exert on a motorcycle clutch. In a laboratory setting subjects (57 male; 34 female, 95% right-handed) were asked to exert maximum grip strength using their left hand on an actual motorcycle clutch that was instrumented with a load cell. The clutch was capable of being fixed in 5 different positions, allowing maximum grip measurements at A=5.0 cm, B=6.5 cm, C=8.0 cm, D=9.5 cm, E=11.0 cm grip spans. Average maximum grip force for females (179 N) was exerted at the 5.0 and 6.5 cm grip spans, while males exerted their highest force (334 N) at the 6.5 and 8.0 spans. For all grip spans, male subjects exerted significantly higher grip forces than female subjects (p<0.05). Additionally, females ranked 6.5 cm span (B) as the most comfortable grip span, while males ranked the 8 cm span (C) as highest for comfort. Data collected in this study can be applied to motorcycle clutch design or other lever controls that require a planar grip operated by the hands, particularly the left hand.
Effects of Grip Curvature and Size of Hand on Comfort for the Unimanual Operation of Handheld Touchscreen Device
Authors: Ahn Sung Hee , Kwon Sanghyun , Jin Byungki , Kim Wonjoon , Yun Myung Hwan
Published: October 2014

This study aims to investigate the effect of size of a hand and curvature of handheld touchscreen devices on comfort when unimanually using the devices. By rated subjectively and recording EMG, comfort was measured for the use of three mock-ups of the device with different curvatures; one had flat surface and the others had curvatures of 400R and 100R for each. During the experiment, tapping, typing and dragging tasks were performed and the participants evaluated comfort subjectively and objectively. A difference among curvatures was analyzed as well as a difference among participant groups classified by size of their preferred hand. The results indicated that curvature of the handheld touchscreen devices affected neither muscle activities nor subjective comfort level. Moreover, size of hand was found to affect comfort objectively measured, but not the one subjectively rated. Overall, this study suggests that comfort measured subjectively does not consistent with comfort measured by objective data. Also, users’ hand size may be more critical factor than curvature of handheld touchscreen determining comfort of touch screen use.
Can Incongruencies Between Prospective and Retrospective Ease-of-Use Perceptions Affect Post-Use Satisfaction Ratings?
Authors: Sublette M.A. , Carswell C.M. , Seidelman W. , Lee M. , Kent T.
Published: October 2014

Consumers’ expectations about the usability of products may be an important contributor to their overall satisfaction with a design. The purpose of this study was to explore how incongruencies between predicted usability and actual usability of a design affect a user’s post-use satisfaction ratings for a design. Participants predicted the usability of two stove designs and then used the designs to perform a task. Interactive stoves had varying degrees of burner-knob s-r compatibility. In general, the relative dissatisfaction associated with the “hard” design compared to the “easy” design was dependent on the initial usability prediction of the participant. Participants who initially predicted the design would be difficult-to-use had lower satisfaction ratings for easy-to-use designs than participants who initially predicted the same designs would be easy-to-use. These finding suggests that making a product look easy-to-use may be as important as actually making it easy-to-use, therefore designers should consider designing for both initial impressions of usability as well as actual usability.
Zebra-Striping
Authors: Lee Michael , Kent Travis , Carswell C. Melody , Seidelman Will , Sublette Michelle
Published: October 2014

Grids, matrices, and tables are commonly used to organize information. A number of design techniques and psychological principles address how viewers’ eyes can be guided through a visual work. Designers refer to such objectives as "creating visual flow." One common technique, “zebra-shading,” is intended to guide eyes through the grid by alternating shaded and unshaded rows or columns. However, the effects of these manipulations have largely not been explored experimentally. We will review the techniques designers use to guide the eyes of their audience, associated psychological foundations, and outline some research done on the graphic design of a specific type of grid: tables. Then, we will describe an experiment wherein participants conducted a visual search task in grids with different shading manipulations. The analysis showed data trending toward improved response time when the target followed the shading.
The Language of Lies
Authors: Driskell T. , Neuberger L. , Driskell J. E. , Burke C. S. , Salas E.
Published: October 2014

Past research on deception detection has demonstrated the diagnostic value of attending to verbal content (e.g., message content) over nonverbal cues (e.g., gaze aversion; Vrij, 2008). Moreover, research has also demonstrated the value of computer-based text analysis programs for distinguishing truthful from deceptive communications (Hauch, Masip, Blandon-Gitlin, & Sporer, 2012). The aim of this research is to add to the corpus of studies examining linguistic features of deceptive communications by comparing existing linguistic models (e.g., Newman, Pennebaker, Berry, & Richards, 2003) to our own approach. Based on our model, the results demonstrated that lies contain more affective words, are less detailed, and are more uncertain. Implications are discussed.
No Time, No Problem
Authors: Lobato Emilio J. C. , Wiltshire Travis J. , Hudak Sarah , Fiore Stephen M.
Published: October 2014

We describe an experiment that examined mental state attributions as a function of manipulated response speed. Based upon dual-process theories of cognition, the purpose was to examine the degree to which rapid versus reflective judgment might alter these attributions. Participants were presented with a theory of mind task and instructed to either respond as quickly as possible or to reflect on the stimuli before answering. Although, instructions did produce significantly different response times, there were no significant differences in the attributions made by participants. These results are interpreted as supporting a view of social cognition positing that people immediately interpret perceived social cues in the environment to produce social signals that inform the attributions made of another’s mental state. We discuss this in the context of socio-cognitive theories and their relevance to interdisciplinary approaches to understand and improve human-machine interactions and the development of social intelligence in machines.
Applying Usability Measures to Assess Textbooks
Authors: Kortum Philip , Hebl Michelle , Oswald Frederick L.
Published: October 2014

The assessment of usability is a common task for human factors professionals. The System Usability Scale (SUS) is a survey tool that has been supported empirically as a psychometrically robust, valid and highly adaptive way to measure subjective usability. One area in which the SUS has not been applied yet, but could have direct and important applicability, is in the assessment of textbooks. Although usability (and a SUS score) is not typically thought of as a textbook metric, the International Organization for Standardization (ISO) metrics of effectiveness, efficiency and satisfaction map well onto key attributes that describe a good textbook. Here we describe the results of an initial effort to explore using the SUS to measure textbook usability. A total of 319 participants completed the SUS and indicated the usability of the textbooks required in their classes in a given semester. In total, participants rated 169 unique textbook titles. Results showed that only 32% of Science, Technology, Engineering and Math (STEM) textbooks were rated as acceptable, with almost twice as many non-STEM textbooks (63%) rated as acceptable. Specific attributes of textbook design that support usability are discussed.
“Not All Visual Media Are Helpful”
Authors: Lehtola Whitney I. , Gemignani Stephen M. , Sutherland Jared T. , Jeon Myounghoon
Published: October 2014

With an increasing online learning population, many questions are arising as to the best way of teaching online. A number of common methods incorporate visual formats into the teaching method. Currently, an area lacking in research is which visual format communicates material most effectively to students. In this study, the focus was on discovering whether it is more effective to use an audio-pictorial video rather than an audio-text video. Sixteen undergraduates participated in this study. Each group was exposed to one of three test conditions: audio-video, audio-text, or audio-only (control). The participants were then asked to complete the task of making a unique paper airplane. As our hypothesis, the results showed that the audio-video group had significantly higher completion rates for the task than the other two groups, which showed no difference from each other. Results are discussed in terms of cognitive load theory and multiple resources theory, and a practical recommendation is provided recommending the use of a live audio-video format to teach students online.
The effects of taboo-related distraction on driving performance
Authors: Chan Michelle , Madan Christopher R. , Singhal Anthony
Published: October 2014

Driver distraction is an important risk factor in motor vehicle crashes. Roadside billboards containing negative and positive emotional content have been shown to have differential effects on driving, however, little is known about the impact of taboo information. Taboo information more reliably evokes emotional arousal than other emotional information and can lead to greater attentional capture due to its inherent ‘shock value.’ We examined the potential for driver distraction from four different types of information presented on roadside billboards: highly arousing taboo words, moderately arousing positive and negative words, and non-arousing neutral words. Results showed that taboo words were associated with better lane control and memory recall compared to the other word types. Our findings suggest that taboo words captured the most attention, but also led to a more careful driving style. One possible explanation is that drivers may be narrowing their attention to the driving task when highly aroused.
Examining Bicycle Safety on a College Campus
Authors: Lavetti Eric , McComb Sara
Published: October 2014

Riding a bicycle is a popular, environmentally friendly, and cost effective alternative to automobiles as a method of transportation as well as an activity for recreation and fitness. An important aspect of bicycle safety includes why cyclists ride in unsafe ways. Observations were conducted to establish a baseline rate in which cyclists committed violations. The research determined that violations do indeed occur and at a very high frequency. After the baseline was established, interviews were conducted to better understand what factors contributed to unsafe cycling behavior. The results indicate several specific reasons the observed violations occur. Further research is needed to determine cyclists’ rationale for unsafe cycling behaviors that could put them at risk.
Texting behind the Wheel and Beyond
Authors: Schroeder Bradford L. , Sims Valerie K.
Published: October 2014

Texting while driving is a dangerous behavior that is heavily researched. However, there are other problematic texting habits that are less well-researched. A study was performed to examine other potentially problematic texting behaviors in addition to texting while driving. Furthermore, individual differences in cognition and feelings of control were examined in relation to these texting habits. Participants completed several self-report surveys assessing texting habits, cognitive wisdom, and locus of control. It was found that those who text while driving also tend to text more during a movie, while in class, and while stopped in the car at a red light or traffic jam. It was also found that a somewhat high proportion of participants endorsed potentially problematic texting behaviors such as texting while stopped in the car and texting while about to fall asleep. It was concluded that one of the major issues with problematic texting relates to reductions in situation awareness. Additional human factors implications are discussed.
Online and Software Licensing Agreements
Authors: Wogalter Michael S. , Hayes Matthew Ryan
Published: October 2014

The present study examines individuals’ reported awareness of risk associated with online licensing agreements including whether it is safe to agree to them. Attributions and associated user behaviors are assessed. Results indicate that most users report that they do not read any of the online agreements presented to them and others report reading only portions of them. Despite this, users click “OK” to terms that they do not know, yet can do little about, if they want to use online applications and software. Other beliefs associated with accepting licensing agreements are described. Implications for people’s interactions with online licensing agreements and the perceived risks associated with them are provided.
Effect of Multiple Resource Competition on Driving Performance Using an In-Vehicle Information System
Authors: Hagiwara Toru , Kamada Takumi , Suzuki Yutaro , Hashimoto Toshiro , Iwasa Tatsuya , Kawai Toshitake
Published: October 2014

The present study aims to clarify how four different combinations of input and output resources affect driving performance, because usage of information devices based on non-visual and non-manual interface during driving is configured as distracter recently. The primary task consisted of following a lead vehicle at a constant headway while that vehicle changed speed according to a predefined rhythm. The secondary task, which involved using a surrogate user interface, consisted of four different tasks to assess interference with the driver’s attentional resource during driving. To achieve the objective, we conducted a field experiment on a test track using 14 participants. The results suggest that the smallest effects on driving-relevant metrics were for the combination of auditory stimuli and verbal response, and that the greatest effects were for the combination of visual stimuli and manual response.
Social Role as one Explanatory Link between Individual and Organizational Levels in Mesoergonomic Frameworks
Authors: Sanders Martha J.
Published: October 2014

Social role theory focuses on organizational expectations for individual behavior in identified social roles. Social role theory may explain how individuals, organizations, and social systems interrelate around particular ergonomics issues in complex organizations. This paper explores social role theory as an explanatory theory that links individual behavior with organizational role expectations in cross-level mesoergonomic frameworks. This paper presents two applications of cross-level research to the mesoergonomic framework as proposed by Karsh (2006). Social role theory many enable ergonomists to better understand relationships among levels in sociotechnical systems and examine how ergonomic programming may best serve complex social systems.
Barriers and Facilitators Affecting the Adoption of Ceiling Lift Interventions in Nursing Homes
Authors: Park Sanghyun , Lavender Steven A. , Sommerich Carolyn M. , Patterson Emily S.
Published: October 2014

Ceiling lifts have been implemented in skilled nursing facilities to reduce the physical demands associated with patient-handling activities. However, despite the apparent ergonomic advantages of using such interventions, multiple studies have reported the reluctance of health care professionals to use the provided ceiling lifts. This study investigated factors that affect the adoption of ceiling lift interventions and considered a process that involves individuals progressing through multiple stages of change that ultimately lead to an intervention’s use. Eighteen participants from three nursing homes, who have had opportunity to use ceiling lifts, completed a survey and were interviewed afterwards. Four physically demanding tasks where ceiling lifts would benefit the healthcare provider were examined with regard to their adoption stages and the factors that affect their use. The findings show that for obviously physically demanding tasks, most participants fully adopt the use of a ceiling lift. However, when using a ceiling lift leads to a decrease in work efficiency or could result in adverse effects, a participant’s tolerance of physical demands increases beyond recommended levels and results in the use of compromised lift methods.
Multimodal spatial discrimination in the face of uncertainty
Authors: Greenlee Eric T. , Boles David B.
Published: October 2014

The current study expands upon previous research that has demonstrated perceptual and attentional superiority of action video game (AVG) players. Here, the effects of AVG expertise are further examined by measuring visual-spatial and auditory-spatial discrimination performance under varying degrees of spatial separation and ambiguity. AVG players (experts) and novices completed a visual and an auditory spatial discrimination task in which error rates and reaction times (RTs) were recorded. Data analysis of 58 participants (29 experts, 29 novices) revealed that, compared to novices, experts were better able to discriminate spatial location in both the auditory and visual modalities. Additionally, in the auditory condition, experts were able to overcome moderate spatial ambiguity, while novices could not. These results indicate that action video game expertise should be considered when selecting operators for tasks requiring spatial precision in multiple modalities.
Human or Superhuman
Authors: Lum Heather C. , Shelstad William J. , Harris Megan H. , White Matthew M.
Published: October 2014

Traditionally, robotics are created to be user friendly from a human standpoint but recently a different theory has emerged which focuses on how the technology we use may influence how human-like we perceive each other to be. This study investigates how individual differences play in to someone’s propensity to technomorphize. The first focus was on whether those in an engineering or programming field were more likely to technomorphize than those in other fields. The second focus was to continue the validation process for the technomorphism scale and examine how machine-like humans may be perceived. Results from this study showed that those in an engineering field or programming field are more likely to technomorphize than those in different fields.
A Comparison of the Performance of Webcam vs. Infrared Eye Tracking Technology
Authors: Burton Liz , Albert William , Flynn Mark
Published: October 2014

This study compares results obtained using the SMI infrared and Sticky webcam eye tracking technologies. Participants viewed a series of images twice, once using each technology. A comparison of the results shows that the infrared equipment is more accurate for smaller images, particularly those farther from the center of the screen. Infrared technology is also a better option when it is important to capture dwell time. For larger images, however, the webcam technology achieved accuracy similar to SMI infrared in capturing the percent of participants who fixated on a particular stimulus. For testing that uses reasonably sized images and avoids the periphery of the screen, the webcam system appears to be a viable alternative for determining whether the stimulus is noted. This finding has implications for how eye tracking may be used as part of market research and usability testing.
Combining Speed and Accuracy into a Global Measure of Performance
Authors: Chignell Mark , Tong Tiffany , Mizobuchi Sachi , Walmsley William
Published: October 2014

Response time and accuracy are two of the most frequently collected dependent measures. Tradeoffs between speed and accuracy are often observed, both between people, and between experimental conditions. In this paper we consider how speed, and accuracy, can be combined into a single, overall measure of performance. We consider two different approaches that adjust accuracy scores based on observed speed of responding and we examine how well those measures work with different data sets. We then present a third approach that combines standardized speed and accuracy scores. We show how this latter approach can represent the data fairly well regardless of which (if any) speed-accuracy tradeoff occurs in the data. We also show how this measure can be further generalized by applying differential weightings to the standardized scores of speed, and accuracy, respectively. We conclude by discussing the value of the measure for use in analyzing human performance data where continuous indicators of accuracy or error can be collected or constructed relatively easily. Our goal in developing the global measure of performance is not to accurately model the speed-accuracy relationship, but rather to create a measure that is more sensitive to experimental differences and causal relationships than either speed or accuracy alone.
A comparison of upper body kinematics and muscle activation between sit and stand computer workstation configuration
Authors: Lin Michael Y. , Robertson Michelle , Barbir Ana , Dainoff Marvin , Karol Sohit , Garza Jennifer B. , Dennerlein Jack T.
Published: October 2014

Very few studies considered the movement constraints imposed by the computer workstation during office computer work. The impact of computer workstation on user’s muscle and joint coordination is not yet understood. This study examined three workstation configurations (sitting and standing with elbow desk height, and sitting with elevated desk) and analyzed their corresponding posture, muscle effort and inter-joint and muscle coordination. We found that sitting computer workstation with an elevated desk associated with more non-neutral postures and increased muscle load, particularly on the shoulders. Properly set up sitting and standing workstations resulted in similar median values for postures and muscle loads, but standing workstation allowed for greater muscle dynamic ranges and could be beneficial for short duration mouse tasks. Identifying effects of non-optimal configurations can lead to interventions to help decrease risks of developing musculoskeletal disorders.
Laptop Heat and Models of User Thermal Discomfort
Authors: Zhang Han , Hedge Alan
Published: October 2014

The heat from some laptop computers has resulted in reports of toasted skin syndrome and even skin burns. Although standards exist to limit the maximum temperature of electronic devices to prevent skin burns, few studies have been done on the thermal discomfort associated with laptop heat production. Consequently, a survey and temperature measurement was conducted among 100 laptop computer users. Cumulative logistic regression for ordinal responses was used to model the reported user thermal discomfort scores and to explore the possible factors that may affect thermal comfort. A positive relationship between discomfort scores and laptop surface temperatures was found.
One Phish, Two Phish, How to Avoid the Internet Phish
Authors: Zielinska Olga A. , Tembe Rucha , Hong Kyung Wha , Ge Xi , Murphy-Hill Emerson , Mayhorn Christopher B.
Published: October 2014

Phishing is a social engineering tactic that targets internet users in an attempt to trick them into divulging personal information. When opening an email, users are faced with the decision of determining if an email is legitimate or an attempt at phishing. Although software has been developed to assist the user, studies have shown they are not foolproof, leaving the user vulnerable. Multiple training programs have been developed to educate users in their efforts to make informed decisions; however, training that conveys the real world consequences of phishing or training that increases a user’s fear level have not been developed. Conveying real world consequences of a situation and increasing a user’s fear level have been proven to enhance the effects of training in other fields. Ninety-six participants were recruited and randomly assigned to training programs with phishing consequences, training programs designed to increase fear, or a control group. Preliminary results indicate that training helped users identify phishing emails; however, little difference was seen among the three groups. Future analysis will include a factor analysis of personality and individual differences that influence training efficacy.
Project ASPIRE
Authors: Procci Katelyn , Garcia David R. , Bratta Christopher , Wong Christopher , Formanek Stephanie , Colley Kara , Montaquila Julian , Bowers Clint
Published: October 2014

The U.S. Marine Corps’ OSCAR program teaches resilience skills to warfighters. This paper describes the design and development process of Project ASPIRE, a light-weight, Flash-based game that serves as a practice environment for the skills learned in OSCAR. Rapid, iterative development/usability cycles were used to identify the ways in which the game could be improved. The results of these usability evaluations are discussed, and general recommendations for the design of training games are provided.