bluuebunny/crossref_metadata_2025_split huggingface dataset:
The Seated Man. Theories and Realities
Authors: Mandal A. C. 
Published: January 2012

Modern furniture in schools, factories and offices is constructed in such a way that no one can use it properly. Each day people sit for many hours hunched over their tables in postures extremely harmful to the back. A considerably better sitting posture can be obtained if the table is constructed higher and if it is tilted about 10°. In this way a book or item is brought closer and is at a better angle to the eye. The worst bending of the neck is thus avoided. Furthermore, the seat can, with advantage, be tilted 20° forward to reduce the flexion of the lumbar region. By both these means the extra 30° flexion, which is the most strenuous part of the flexion, is avoided.
Editing with Contextual and Screen-Oriented Cursors
Authors: Hicks Kenyon I. , Keller Arthur 
Published: January 2012

This paper describes a study which was done during development of the word processing application of the System/23 Datamaster system to evaluate the use of contextual and screen-oriented cursor designs. Subjects were required to add and replace characters in existing text and add characters to the ends of lines and pages. Results of this study indicate that the screen-oriented cursor design is a better interface for first-time users. All subjects using this design interface performed faster, made fewer assistance calls and committed fewer errors. Further, the untrained subjects using the screen-oriented cursor performed better than the trained subjects who used the contextual cursor.
A Handbook of Human Performance
Authors: Letbetter Dudley G. 
Published: January 2012

A ten-step approach for developing a comprehensive but concise, design-oriented handbook of human performance is proposed, with emphasis on the first two steps. The ten steps are: 1. Identify and define classes and subclasses of human performance. 2. Develop a concise format for abstracting information for each lowest level subclass. 3. Establish the need for a handbook. 4. Prepare an abstract for each literature source covering a lowest level subclass. 5. Develop a concise format, including design recommendations, for summarizing each lowest level subclass. 6. Prepare a summary, including design recommendations, for each lowest level subclass. 7. Collate summaries and abstracts. 8. Prepare table of contents and index. 9. Publish handbook. 10. Distribute handbook. For Step 1, a functional rather than traditional approach is presented. Classes of human performance are identified and defined in terms of basic functions suitable for all applications. Five major functions are identified, subdivided and defined. The five major functions are: R. Receiving information: Receiving all information, except receiving communicated information, which is a subclass of communicating, the second major function. Receiving information includes perception of all natural-environmental and artificially-displayed information (other than perception of directly - or indirectly - communicated information), and input loading and interacting, which also are considerations in communicating. C. Communicating: All exchanging of information between humans by a system or systems of symbols, signs and/or behavior. Communicating consists of emitting and receiving communicated information: oral or non-oral, direct or indirect, unaided or aided, and voluntary or involuntary. P. Processing information: Operating on and treating received information; basic handling of perceived information. Processing information includes storing and retrieving information (recognizing, recalling, reproducing), acquiring and using concepts (acquiring, symbolizing, defining), altering information (calculating and computing, logical and mathematical transforming, encoding and decoding), reasoning (intuiting, inductive and deductive explicit reasoning), imagining (anticipatory, creative, fanciful). M. Managing personal performance: Guiding and directing one's own performance. The “executive” function, which is concerned with carrying into effect and integrating the four other major functions. Managing personal performance includes valuing, making decisions, and initiating and sustaining personal performance. A. Acting: Carrying into effect; changing system physical states. The fifth major function covers producing physical effects. The means is exerting force within oneself and/or on other objects; the direct or indirect result or output is work. Acting includes direct acting (e.g., manually lifting an object) and indirect acting (e.g., operating the controls of an overhead crane lifting an object).
Flight Operations Safety Monitoring Effects on the Crew Alerting System
Authors: Hanson D. C. , Boucek G. P. , Smith W. D. , Hendrickson J. F. , Chikos S. F. , Howison W. W. , Berson B. L. 
Published: January 2012

In 1979, the Federal Aviation Administration (FAA) initiated a study to develop design guidelines for improving future aircraft alerting systems. In the course of this work, the FAA concluded that a system which went beyond the function of an alerting system might be useful. The study was extended to examine the question as to whether a system could function as a monitor of flight safety, that is, a system that could aid the pilots in resolving problems and contribute to reducing the number of future accidents. The study established the feasibility of the concept of complementing the alerting system with a computer to perform the flight phase status monitor function.
Developing Training Devices with an Effective Capability for Training Management and Readiness Assessment
Authors: Strasel H. C. , Finley Dorothy L. , Hawley John K. 
Published: January 2012

Army commanders and trainers need to know the current job performance levels of their troops. They need this information as the basis for making decisions about when and where to deploy units in battle, how much and where to allocate resources to training, what training readiness value to enter in the monthly Unit Status Report, and what specific training the soldiers should receive. The problems are that currently few data are gathered, infrequently (e.g., SQT data every two years on a decreasing number of skill areas; ARTEPs rarely!). The reasons for these problems are many. Principal among them are resource constraints (e.g., ammo, ranges, personnel time) and measurement capability limitations (e.g., lack of instrumentation and inability to directly observe in field/actual equipment situations, and nonevaluative training devices). The results are incomplete data that are out of date–and older data are of dubious value due to personnel turbulence and skills decay. At the 25th HFS meeting we presented a concept for improving this situation and our progress towards its application. (cf. Finley, Strasel, Schendel, and Hawley, 1981). Now we describe our progress in the last year.
Alcohol, Task Difficulty, and Incentives in Drill Press Operation
Authors: Flax Robert A. , Price Dennis L. 
Published: January 2012

The effects of alcohol, task difficulty, and incentives on a drill press simulation were examined. On four nonconsecutive days the subject received four alcohol levels, one level per day. The levels were: 0.00%, 0.03%, 0.06%, and 0.09% blood alcohol concentration (BAC). The drill press simulation task consisted of placing a drill probe alternatively into two holes in a metal plate. For every level of alcohol, each subject received eight levels of task difficulty which were varied by changing the hole size and distance between holes. Task difficulty was in units of bits of information ranging from two to nine and was derived from a portion of Welford's (1968) version of Fitts' Law. For every level of task difficulty, each subject received two levels of incentive: productivity and accuracy which were enforced by monetary rewards. The subject's response was measured by hits and misses. A hit was defined as fully inserting the metal drill probe in either of two holes in the top metal plate of the workpiece without touching the plate. A miss was defined as a contact of the probe with the top plate. Alcohol had a significant effect on hits ( p = 0.0001) as evidenced by a 12% decrease in hits at the 0.06% BAC, and a 19% decrease at the 0.09% BAC. Task difficulty affected both hits and misses (p = 0.0001). The greatest decrease in hits between any two levels of task difficulty was an 89% decrease from the easiest task difficulty level to the most difficult level. The largest decrease between any two levels of difficulty in misses was 57% and occurred between the eight and five bit task difficutly level. Incentive had a significant effect on hits ( p = 0.0002) and misses ( p = 0.0001). Hits were 27.5% less in the productivity condition than in the accuracy condition. Misses were 74% less in the accuracy condition than in the productivity condition. Although the alcohol by task difficulty interaction was significant for hits ( p = 0.0001), and the incentive by task difficulty interactions were significant for both hits and misses ( p = 0.0001), plots of these effects were not subject to meaningful interpretation.
Some Human Factor Aspects of Computer Controlled Transportation Systems
Authors: Holcomb Galen A. 
Published: January 2012

The new era of computer controlled transportation systems pose unique human interface problems, particularly with respect to passenger management. Passengers enter the system and the vehicles; are transported to their destination, and leave the system without visible contact with any system personnel. Some system interactive and passenger management problems surfaced during the design of the Morgantown People Mover (MPM) System at West Virginia University, - problems that required human engineering analysis to help achieve a solution. The system's goal is to safely transport every passenger to his or her destination. The safety aspect requires protecting everyone from self and system inflicted injury. To increase the probability of achieving the goal, each passenger and vehicle is monitored visually at each station by human operators in a Central Control Room. The driverless, rubber-tired vehicles operate on concrete guideways using 575 volt electrical power, and are computer controlled. The main potential source of self-inflicted injury occurs from contact with the power rail when a passenger enters the guideway from either a station or from the vehicle. Entry from a station is a problem common to all electrically powered transportation systems, and the deterrent is highly visible flashing signs. However, egress from a vehicle onto the guideway is the result of passenger impatience when a vehicle stops due to an anomaly. In a single, unidirectional guideway system, when one vehicle stops, - (and if allowed to go unchecked), - trailing vehicles continue to stop virtually paralyzing the system. This compounds the probability that a passenger will open a door which removes power. To reduce the probability of injury or catastropic system deterioration, Human Factor personnel developed rigorous stopped vehicle traffic management procedures and automatic software response requirements. A complex system of software and manual control and display of electrification was developed, some of the requirements stemming from maintenance personnel safety requirements.
The Measurement of Three-Dimensional Hand Motion by the Use of V.T.R.
Authors: Miyashiro Nobuo 
Published: January 2012

The purpose of this study is to clarify the motion characteristics of some transport (reach) movements by measurement of three-dimensional motions with V.T.R. Experiment has been carried out by following procedure; (a) Six right-handed male students aged 21 to 23yr (mean 21.7yr) served as subjects, (b) Each motion picture from two direction (Frontal and Lateral planes) was recorded on V.T.R. and the three-dimensional coordinates of the marked points were read from the synthesized picture by Position Analyzer. And displacement, velocity, acceleration, joint angle and three-dimensional motion path were calculated. The result can be summarized in the following points; (1) The mean overall motion path length for all experimental condition is found to be about 115 % of the linear distance. (2) The ratio of the movement along the height axis to the short linear distance is larger than that of the long linear distance. (3) Upper extremity joint function used each motion are different by motion distance and direction.
The Effect of Problem Complexity, Computer Power, and Feedback Aids on the Accuracy and Completness of Computer Programs
Authors: Connelly Edward M. 
Published: January 2012

An essential step in the development of a computer program is the specification of the solution logic to be implemented by the program. The importance of accurate problem solution specification is further stressed by researchers in programming language and artificial intelligence who suggest that in a relatively short time computer programs will be synthesized automatically and that the job of the user will be only to specify the problem solution. The research reported in this paper involved an investigation of the ability of computer users to specify problem solutions in the form of example solutions. This ability was evaluated as a function of the user's background and experience, the complexity of the available processor (i.e., degree of generalization of the inputs), and the available feedback aids. Further, the ability of experienced programmers to implement the problem solution in FORTRAN IV logic code was investigated. The research reported here is part of study in multi-level communications, both abstract and concrete (i.e., general statements and examples), that may provide a method for effective two-way communication between users and computers. Two participant groups (programmers and bookkeepers/accountants) working with three levels of problem complexity and three levels of processor complexity were used. The experimental task employed in this study required specification of a logic for solution of a Navy task force problem. This task involved choosing ships from a ship list which identified the ship type, the transiting time (the time required for the ship to get from its present position to the desired site), and stationing time (the number of days the ship can remain on station with available provisions). In addition to this specification of ship combinations, the participants had to specify by the example solution the range of transiting and stationing times required. It was found that both programmers' and bookkeepers/accountants' scores decreased with increasing levels of problem and processor complexity, but the scores for the bookkeepers/accountants were significantly less than those of the programmers. In a regression analysis it was found that the degree of computer generalization of the user input (processor complexity) explained more variance than did problem complexity. Further for those experiment conditions where little computer generalization of user input was provided, performance was significantly lower than for other experiment conditions. This result suggests that computer generalization of user inputs is an important factor to accurate specification of problem solutions. Finally, the results show that participant strategy in generating solutions was the most significant factor affecting performance. The strategy measures, which indicated the degree of systematization of the participants, explained 58 percent of the score variance.
Comfortable Driving Speed Evaluated
Authors: Seal Dennis J. 
Published: January 2012

Since its enactment in 1974, the National Maximum Speed Limit (NmSL) of 55 miles per hour has remained a controversial law. Despite the enforcement efforts, recent studies have found that approximately 20 percent of all American motorists exceed the 55 m.p.h. limit. However, legislation still requires individual states to enforce the law or else forfeit millions of dollars in federal highway aid. This study examined three questions: (a) is there a preferred speed that drivers find comfortable during travel, (b) how does it compare with the national speed limit, and (c) what is its relationship to vehicle design and driver characteristics? Taken into account were factors that made the study representative of national highway driving. For example, each of the 100 participants was selected on the basis of demographics one finds in the driving population (i.e., age category, sex, driving experience and vehicle type). Furthermore, each participant used his own vehicle to drive a highway route of 60 miles, which included typical highway settings (two-lane and four-lane, divided and un-divided) with average traffic volumes. So that the speed was truly a matter of preference, the instrument panels were covered and the only true indication of velocity was the highway environment, other vehicles, or the vestibular sense. An accelerometer was used to record both the vibration and sound levels of the sampled vehicles. The results showed that the subjects in the study preferred a comfortable driving speed which exceeded the national maximum speed limit. More specifically, in regard to the 55 m.p.h. speed limit, the study revealed: (a) only 37% of the drivers preferred to drive 55 m.p.h. or less, (b) 34% of the drivers preferred to exceed 55 m.p.h. by 5 m.p.h., and (c) 29% of the sample established a comfortable speed of 60 m.p.h. or greater. The results of this study are indicative of the fact that highway drivers prefer to drive at a speed in excess of 55 m.p.h. For this reason it is recommended that consideration be given to raising the national speed limit to 60 m.p.h., thereby bringing it into line with an average speed that the majority of drivers prefer. This law would help to lower the variance of highway speeds and thus reduce the number of accidents and fatalities on our national highways. This investigation also demonstrated significant differences in preferred driving speeds between age categories. The younger drivers in this study (i.e., 16–29) preferred speeds well above the national speed limit of 55 m.p.h. Such results have important implications for the State Licensing Bureau.
Dynamic Drilling Displays
Authors: Peacock Brian , Schlegel Robert , Dorman Rosemary 
Published: January 2012

Gas and oilwell drilling is a hazardous business which relies on human vigilance to detect a sudden influx of gas from the formation into the well bore, and human control activity to manage the migration of this gas bubble to the surface. The result of human error in either case can result in a blowout which can cause considerable damage to people, equipment and the environment. Human performance in such situations is limited by the harsh physical environment, variable levels of training and variable standards of instrumentation. Recently, computer displays have been introduced to present information in a more appropriate form for aiding human performance. The design of these displays appears to have had very little human factors input. This paper describes some of the ways in which computers displays can be used to reduce the probability of human error and enhance human performance in gas and oilwell drilling.
Human Factors Guidelines for Writers of User Manuals
Authors: Clarke Margaret M. , Carroll Lisa 
Published: January 2012

Instruction manuals and procedures can determine the user's success or failure with products and equipment such as household appliances, hand tools, computers, or machines. Writers of Instructions should use human factors guidelines to make sure that users readily grasp what they must do. When equipment is complicated, when users are handicapped by age or infirmity, or when equipment is used in distracting or stressful environments, the user's ability to absorb and process information may be heavily taxed. In these situations, procedures must be especially simple and unambiguous. Staff in the Assessment and Field Support Program (AFSP) of Oak Ridge Associated Universities recently taught a large group of engineers and technicians, who had no background in human factors, how to write user-friendly instructions and methods. This paper describes the approach AFSP staff took in preparing and delivering this course.
A Study of Control Design and Video Game Performance
Authors: Seal Dennis J. 
Published: January 2012

Whenever control input is of concern, such as during a video tracking game (e.g. Pac-Man) the form and structure of the control knob directly impacts performance. Terms such as maneuverability, control response sensitivity, and control-display ratio are often alluded to in the Journals of Human Factors Engineering. The purpose of this study was to evaluate and compare five different control designs (refer to Figure 1). Since the final design would integrate the controls within the console, a pair of each control was designed and mounted on an adjustable plexiglass board. In doing so, the necessary physical distance or “comfort zone” between the two controls would be determined. Other design variables that were evaluated included: (a) ease of use, comfort, (b) perceived reliability, (c) perceived durability, (d) control response and (e) control shape. A sample of 36 individuals was chosen to compare the five different joysticks. The participants included a cross-section of experienced and non-experienced video game players, both male and female, left and right handed, and different age categories. Each participant was randomly assigned a partner to play three different video games: (1) Missle Command (2) Space Invaders (3) Pac-Man These games were chosen because they involve both pursuit and compensatory tracking ability, both firing (i.e. button) and non-firing situations, and also because these games can be played individually or simultaneously. A Sony 19-inch Trinitron t.v. was used as the monitor. Some of the participants played the three games on the table surface, some with the controls on their laps, and others with the t.v. monitor and controls on the floor. After completing all three games while using all five controls, each participant was given a questionnaire form to complete and was also interviewed. The results clearly indicated that Control C, when considering all features, was the most preferred. The responses from the sampled population as well as the observations that were noted during the trials were very useful during the early design phases of the new video game console. Participants reactions concerning control-to-control distance, control texture, control maneuverability, control weight and shape were all applied to the final design.