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Awareness Aspects and Effects on Coordination and Information Sharing in the Domain of Software Engineering as CSCW: An Ethnographic Study 软件工程领域中协调与信息共享的意识方面及其影响:一项民族志研究
Pub Date : 2019-04-15 DOI: 10.1007/s41133-019-0016-3
Simon Elias Bibri

This study sets out to understand and explore awareness in software engineering as a form of collaborative work in terms of its entailment and implication. In doing so, it intends to answer the following two questions: What are the aspects of awareness that are most relevant to the domain of software engineering? In what ways does awareness affect coordination and information sharing among collaborating actors in the domain of software engineering? An ethnographic methodology was espoused in order to test existing theoretical perspectives and generalizations pertaining to cooperative awareness. The study shows that what constitutes awareness beyond what and where of work context is, to a great extent, contingent upon the requirements and objectives of each professional domain with respect to the nature and complexity of joint activities and the manner in which the collaborating actors interact with each other accordingly. This also depends on the role they play in cooperative endeavors. The aspects that are most relevant to the domain of software engineering include work-oriented information on each others’ activities, tasks as moment-by-moment work processes, general information of all collaborating actors, detailed information about each others’ attention and responsibility as to ongoing projects, changes to shared document repositories and workspaces, and the delicate interplay between individual and cooperative activities. Moreover, the study corroborates the importance of awareness information for successful and effective collaboration in the domain of software engineering in terms of coordination and information sharing. Accordingly, awareness affects coordination and information sharing in ways that it ensures that the contributions of collaborating actors are relevant to the coordinated work and their actions are evaluated according to the coordinated goals, reduces the effort associated with coordination and information sharing in terms of using CSCW synchronous and asynchronous technologies as well as the frequency of this use, keeps the collaboration efforts to a minimum, enables to structure activities and avoid duplication of work and to fine-grain synergistic group and shared working behavior in relation to coordinated tasks, and acts as a foundation for (and predictor for) closer collaboration in terms of coordination and information sharing. In addition, in the domain of software engineering, the contextual conditions that determine the manner in which coordination and information sharing can be achieved are mostly personal, experiential, and/or professional. This study suggests that it is important to focus on awareness as a set of theoretical perspectives and to support technologies pertaining to work practice in relevance to the domain when designing and evaluating CSCW systems in order to achieve more effective and efficient outcomes in terms of coordination and information sharing as social processes.

本研究旨在理解和探索软件工程中的意识,并将其作为一种协作工作的形式,包括它的蕴涵和含义。在这样做的过程中,它打算回答以下两个问题:与软件工程领域最相关的意识方面是什么?在软件工程领域中,意识以什么方式影响协作参与者之间的协调和信息共享?支持一种民族志方法,以测试与合作意识有关的现有理论观点和概括。研究表明,是什么构成了超越工作环境的意识,在很大程度上,取决于每个专业领域对联合活动的性质和复杂性的要求和目标,以及协作行为者相应地相互作用的方式。这也取决于他们在合作努力中所扮演的角色。与软件工程领域最相关的方面包括彼此活动的面向工作的信息、作为每时每刻工作过程的任务、所有协作参与者的一般信息、关于彼此对正在进行的项目的关注和责任的详细信息、对共享文档存储库和工作区的更改,以及个人和合作活动之间微妙的相互作用。此外,本研究从协调和信息共享的角度证实了意识信息对软件工程领域成功和有效协作的重要性。因此,意识影响协调和信息共享的方式是,它确保协作参与者的贡献与协调工作相关,并且根据协调目标评估他们的行动,减少使用CSCW同步和异步技术以及使用这种技术的频率方面与协调和信息共享相关的努力,将协作努力保持在最低限度。能够组织活动,避免工作的重复,以及与协调任务相关的细粒度协同小组和共享工作行为,并在协调和信息共享方面作为更紧密协作的基础(和预测者)。此外,在软件工程领域,决定协调和信息共享方式的上下文条件主要是个人的、经验的和/或专业的。本研究表明,在设计和评估CSCW系统时,重要的是将意识作为一组理论视角,并支持与领域相关的工作实践相关的技术,以便在协调和信息共享方面实现更有效和高效的结果。
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引用次数: 2
The Effects of Whole-Body Vibration (WBV) Evaluated Using Cognitive Brain-Training App Games on Tablet or Cell phone for Both Genders 使用平板电脑或手机上的认知脑训练应用游戏评估全身振动(WBV)的效果
Pub Date : 2019-03-07 DOI: 10.1007/s41133-019-0015-4
Herbert Câmara Nick, Maria Lucia Machado Duarte, Pedro Vieira Xavier

Advances in the technology of mobile devices and wireless computers have transformed the way individuals communicate, making people’s use of such devices very frequent while traveling by means of transport. Vibrations are found in a variety of human activities, such as travel, leisure and work activities, and therefore, exposure is unavoidable to the individual. In order to maximize the time during the trip, people try to keep their minds active with study or work activities or in search of socialization for the purpose of distraction or entertainment. This has sparked the interest of the scientific community in conducting studies focusing on how this interaction of the individual with the cellular can affect cognitive performance. The present article intends to constitute an analysis on the effects of whole-body vibration exposure on cognition in university students assessed through the use of a game application for cognitive brain training on a cell phone or tablet for both genders. The aim of this work is to present the results of the influence of whole-body vibration on cognition in different variables (gender, type of device used and frequency of exposure) as a contribution to scientific and technological research. Forty people, being 20 females and 20 males, participated in the experimental test, having to exercise their cognitive abilities through the use of an application for brain-training games. It was based on traffic light images. When the green light appeared, the subjects had to click as quick as possible on the screen, being the processing speed the objective measure. The individuals were subdivided into groups to be able to verify the influence of the vibration according to the type of mobile device (smartphone or tablet) used for the game, gender of the volunteer (female or male) and whole-body vibration frequency (5 Hz or 30 Hz) and with 0.8 m/s2 of amplitude. The WBV exposure duration was 10 min. After the exposure, participants remained at rest for 5 min while playing a new round of the game. In this way, it was possible to acquire data before and during exposure to vibration and following a period of rest after the exposure. Considering the collected data, a nonparametric statistical analysis (Mann–Whitney tests) was necessary. The results showed decay in the game score during the time with vibration in relation to the initial time without vibration. However, there is a tendency for recovery in the score obtained in the game during the time at rest after the exposure to the vibration in relation to the initial time at rest without vibration. Comparing the use of cell phone versus tablet, it is evident that for the same-gender group under the influence of vibration at the same frequency, better results are obtained with the use of tablet. With exposure to whole-body vibration at the 30 Hz frequency, volunteers presented better results than those subjected to the effects of whole-body vibration at 5 Hz freque

移动设备和无线计算机技术的进步改变了人们的交流方式,使人们在乘坐交通工具旅行时使用这些设备非常频繁。振动存在于各种各样的人类活动中,如旅行、休闲和工作活动,因此,对个人来说,接触是不可避免的。为了最大限度地利用旅行中的时间,人们试图通过学习或工作活动或寻求社交活动来保持思维活跃,以分散注意力或娱乐。这激发了科学界对研究个体与细胞的相互作用如何影响认知表现的兴趣。本文旨在通过使用手机或平板电脑上的认知脑训练游戏应用程序,对大学生全身振动暴露对认知的影响进行分析。这项工作的目的是展示全身振动对不同变量(性别、使用的设备类型和暴露频率)的认知影响的结果,作为对科学和技术研究的贡献。40人参加了这项实验测试,其中20名女性和20名男性,他们必须通过使用一款大脑训练游戏应用程序来锻炼自己的认知能力。它是基于交通灯的图像。当绿光出现时,受试者必须尽可能快地点击屏幕,这是客观衡量的处理速度。根据游戏使用的移动设备类型(智能手机或平板电脑)、志愿者的性别(女性或男性)和全身振动频率(5 Hz或30 Hz)以及0.8 m/s2的振幅,将这些人细分为小组,以便能够验证振动的影响。WBV暴露时间为10分钟。暴露后,参与者休息5分钟,进行新一轮游戏。通过这种方式,可以在暴露于振动之前和期间以及暴露后休息一段时间后获取数据。考虑到收集到的数据,有必要进行非参数统计分析(Mann-Whitney检验)。结果表明,与初始无振动时间相比,有振动时间的游戏分数有所下降。然而,在振动暴露后的休息时间内,在游戏中获得的分数与未振动的初始休息时间相比有恢复的趋势。对比手机和平板电脑的使用情况,可以明显看出,在同一频率振动影响下,同性群体使用平板电脑的效果更好。暴露在30赫兹频率的全身振动下的志愿者比暴露在5赫兹频率的全身振动下的志愿者表现出更好的效果。当对男女性别进行比较时,保持各组设备的频率和类型相同,发现女性组的表现略好于男性组。该研究试图验证认知和全身振动之间的关系。此外,该范式还用于分析个体在执行某些类型的活动时,是否由于对信息处理速度的认知过程的某种影响而产生缺陷效应或改善。通过对分析方面的观察,得出两个频率下的全身振动暴露对信息速度过程的反应和准确性都有延迟,个体在振动激励停止后在获得的分数中恢复。因此,全身振动是所有认知过程中的重要参数,需要进一步研究,暗示过程中的其他变量,以验证个体的行为方式及其对认知系统的影响程度。
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引用次数: 2
Adaptive Artifact Cancelation Based on Bacteria Foraging Optimization for ECG Signal 基于细菌觅食优化的心电信号自适应伪影消除
Pub Date : 2019-02-25 DOI: 10.1007/s41133-019-0014-5
Agya Ram Verma, Yashvir Singh

In this paper, the design of adaptive artifact canceler (AAC) filter using bacteria foraging optimization (BFO) algorithm is presented. The performance of proposed AAC filter is tested on a corrupted ECG signal. Based on simulation results, it is observed that the AAC filter designed with BFO technique achieves significant improvement in fidelity parameters such as SNR, NRMSE, and NRME when compared with other reported algorithms in the literature. AAC filter based on BFO technique provides 6 dB improvement in output SNR, 85% reduction in NRMSE, and 90% lower NRME as compared to recently reported AAC filter based on ABC-SF algorithm. Further, AAC filter using BFO technique enhances the coherence between pure and reconstructed ECG signals.

本文提出了一种利用细菌觅食优化(BFO)算法设计自适应伪影消除器(AAC)滤波器的方法。在损坏的心电信号上测试了所提出的AAC滤波器的性能。基于仿真结果,与文献中报道的其他算法相比,采用BFO技术设计的AAC滤波器在信噪比、NRMSE和NRME等保真度参数方面取得了显著提高。与最近报道的基于ABC-SF算法的AAC滤波器相比,基于BFO技术的AAC过滤器在输出SNR方面提供了6dB的改善,在NRMSE方面降低了85%,并且在NRME方面降低了90%。此外,使用BFO技术的AAC滤波器增强了纯ECG信号和重构ECG信号之间的相干性。
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引用次数: 2
Bringing Modern Machine Learning into Clinical Practice Through the Use of Intuitive Visualization and Human–Computer Interaction 通过使用直观可视化和人机交互将现代机器学习带入临床实践
Pub Date : 2019-02-19 DOI: 10.1007/s41133-019-0012-7
Richard Osuala, Jieyi Li, Ognjen Arandjelovic

The increasing trend of systematic collection of medical data (diagnoses, hospital admission emergencies, blood test results, scans, etc) by healthcare providers offers an unprecedented opportunity for the application of modern data mining, pattern recognition, and machine learning algorithms. The ultimate aim is invariably that of improving outcomes, be it directly or indirectly. Notwithstanding the successes of recent research efforts in this realm, a major obstacle of making the developed models usable by medical professionals (rather than computer scientists or statisticians) remains largely unaddressed. Yet, a mounting amount of evidence shows that the ability to understand and easily use novel technologies is a major factor governing how widely adopted by the target users (doctors, nurses, and patients, amongst others) they are likely to be. In this work we address this technical gap. In particular, we describe a portable, web-based interface that allows healthcare professionals to interact with recently developed machine learning and data driven prognostic algorithms. Our application interfaces a statistical disease progression model and displays its predictions in an intuitive and readily understandable manner. Different types of geometric primitives and their visual properties (such as size or colour) are used to represent abstract quantities such as probability density functions, the rate of change of relative probabilities, and a series of other relevant statistics which the heathcare professional can use to explore patients’ risk factors or provide personalized, evidence and data driven incentivization to the patient.

医疗保健提供者系统收集医疗数据(诊断、入院紧急情况、血液检测结果、扫描等)的趋势日益增多,为现代数据挖掘、模式识别和机器学习算法的应用提供了前所未有的机会。最终目标总是直接或间接地改善结果。尽管最近在这一领域的研究取得了成功,但使所开发的模型可供医学专业人员(而不是计算机科学家或统计学家)使用的一个主要障碍在很大程度上仍未得到解决。然而,越来越多的证据表明,理解和轻松使用新技术的能力是决定目标用户(医生、护士和患者等)可能被广泛采用的一个主要因素。在这项工作中,我们解决了这一技术差距。特别是,我们描述了一种便携式、基于网络的界面,该界面允许医疗保健专业人员与最近开发的机器学习和数据驱动的预测算法进行交互。我们的应用程序接口了一个统计疾病进展模型,并以直观易懂的方式显示其预测。不同类型的几何基元及其视觉特性(如大小或颜色)用于表示抽象量,如概率密度函数、相对概率的变化率和一系列其他相关统计数据,卫生保健专业人员可以使用这些统计数据来探索患者的风险因素或提供个性化的、,证据和数据驱动的激励措施。
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引用次数: 2
Gesture-Based Communication via User Experience Design: Integrating Experience into Daily Life for an Arm-Swing Input Device 基于用户体验设计的手势交流:手臂摆动输入设备的日常生活体验
Pub Date : 2019-02-12 DOI: 10.1007/s41133-019-0013-6
Nuanphan Kaewpanukrangsi, Chutisant Kerdvibulvech

Arm swing is a well-known exercise practiced throughout Asia. The benefits of regular exercise affect a person’s gait, shoulder function as well as head and body strength. This paper presents a new study of gesture-based communication by using arm swing as a gestural input command applied to any digital device used by persons aged 21–50 years of age during their workday. In five difference occupations, i.e., student, lecturer, office workers, designer and industrial worker, with different routine tasks were studied. The sampling comprised 30 participants, 6 persons representing each occupation. Data were collected through focus groups. The objective of this study is to provide possibilities to integrate proper user experience of gesture-based communication toward an arm-swing input device onto participants’ routine activities. It is believed this research can have a significant impact on quality on human daily lives. A part of user experience methodology, like a field experiment, is applied to provoke participants to follow the correct sequence case by case. This paper adopts user experience measurement for this qualitative research approach. A proper user experience occurs when one understands how strength and weakness are affected by gestural input. An input gesture, feedback, system and output can then be mapped together into a complete scenario of a person’s daily life. Each participant is encouraged to raise various ideas on how he/she accesses technology rather than on how technologies allow them to access information. Based on the experimental results, this paper will then discuss the possible tasks performed in the five occupations in which an arm-swing input gesture is integrated. The influence of this integration into the participants’ daily activities presents confirmation of a preferable wearable input device for all focus groups. This wearable input device can then be integrated into activities without any interruption in a person’s main actions.

摆臂是一项在整个亚洲都很有名的运动。定期锻炼的好处会影响一个人的步态、肩部功能以及头部和身体力量。本文提出了一项新的基于手势的通信研究,将手臂摆动作为手势输入命令,应用于21-50岁人群在工作日使用的任何数字设备。在五种不同的职业中,即学生、讲师、办公室工作人员、设计师和工业工人,研究了不同的日常任务。抽样包括30名参与者,每个职业有6人。数据是通过重点小组收集的。本研究的目的是提供将面向手臂摆动输入设备的基于手势的通信的适当用户体验与参与者的日常活动相结合的可能性。据信,这项研究可以对人类日常生活质量产生重大影响。用户体验方法论的一部分,就像实地实验一样,被用来促使参与者根据具体情况遵循正确的顺序。本文采用了用户体验测量的定性研究方法。当人们了解手势输入如何影响力量和弱点时,就会产生适当的用户体验。输入手势、反馈、系统和输出可以一起映射到一个人日常生活的完整场景中。鼓励每个参与者就他/她如何获取技术而不是技术如何允许他们获取信息提出各种想法。基于实验结果,本文将讨论在整合手臂摆动输入手势的五种职业中可能执行的任务。这种集成到参与者日常活动中的影响证实了所有焦点群体都有一种优选的可穿戴输入设备。这种可穿戴输入设备可以集成到活动中,而不会干扰人的主要动作。
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引用次数: 1
Toward Interfaces that Help Users Identify Misinformation Online: Using fNIRS to Measure Suspicion 帮助用户识别在线错误信息的界面:使用近红外光谱测量怀疑
Pub Date : 2019-02-08 DOI: 10.1007/s41133-019-0011-8
Leanne Hirshfield, Phil Bobko, Alex Barelka, Natalie Sommer, Senem Velipasalar

With terms like ‘fake news’ and ‘cyber attack’ dominating the news, skepticism toward the media and other online individuals has become a major facet of modern life. This paper views the way we process information during HCI through the lens of suspicion, a mentally taxing state that people enter before making a judgment about whether or not to trust information. With the goal of enabling objective, real-time measurements of suspicion during HCI, we describe an experiment where fNIRS was used to identify the neural correlates of suspicion in the brain. We developed a convolutional long short-term memory classifier that predicts suspicion using a leave-one-participant-out cross-validation scheme, with average accuracy greater than 76%. Notably, the brain regions implicated by our results dovetail with prior theoretical definitions of suspicion. We describe implications of this work for HCI, to augment users’ capabilities by enabling them to develop a ‘healthy skepticism’ to parse out truth from fiction online.

随着“假新闻”和“网络攻击”等术语在新闻中占据主导地位,对媒体和其他网络个人的怀疑已成为现代生活的一个主要方面。本文从怀疑的角度来看待我们在HCI期间处理信息的方式,怀疑是人们在判断是否信任信息之前进入的一种精神负担状态。为了在HCI期间实现对怀疑的客观、实时测量,我们描述了一个实验,其中fNIRS用于识别大脑中怀疑的神经相关性。我们开发了一种卷积长短期记忆分类器,该分类器使用留一参与者交叉验证方案预测怀疑,平均准确率超过76%。值得注意的是,我们的研究结果所涉及的大脑区域与之前对怀疑的理论定义相吻合。我们描述了这项工作对HCI的影响,通过使用户能够发展“健康的怀疑论”来在线解析小说中的真相,从而增强用户的能力。
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引用次数: 7
Multi-Embodiment of Digital Humans in Virtual Reality for Assisting Human-Centered Ergonomics Design 数字人在虚拟现实中的多重体现——辅助以人为本的人机工程设计
Pub Date : 2017-10-06 DOI: 10.1007/s41133-017-0010-6
Kevin Fan, Akihiko Murai, Natsuki Miyata, Yuta Sugiura, Mitsunori Tada

We present a multi-embodiment interface aimed at assisting human-centered ergonomics design, where traditionally the design process is hindered by the need of recruiting diverse users or the utilization of disembodied simulations to address designing for most groups of the population. The multi-embodiment solution is to actively embody the user in the design and evaluation process in virtual reality, while simultaneously superimposing additional simulated virtual bodies on the user’s own body. This superimposed body acts as the target and enables simultaneous anthropometrical ergonomics evaluation for both the user’s self and the target. Both virtual bodies of self and target are generated using digital human modeling from statistical data, and the animation of self-body is motion-captured while the target body is moved using a weighted inverse kinematics approach with end effectors on the hands and feet. We conducted user studies to evaluate human ergonomics design in five scenarios in virtual reality, comparing multi-embodiment with single embodiment. Similar evaluations were conducted again in the physical environment after virtual reality evaluations to explore the post-VR influence of different virtual experience.

我们提出了一个多实施例界面,旨在协助以人为本的人体工程学设计,传统的设计过程受到招募不同用户的需要或利用无实体模拟来解决大多数人群的设计问题的阻碍。多体现方案是在虚拟现实中主动体现用户在设计和评估过程中,同时在用户自身的身体上叠加额外的模拟虚拟身体。这个叠加的身体作为目标,可以同时对用户自己和目标进行人体测量学和人体工程学评估。利用统计数据进行数字人体建模,生成自我和目标的虚拟体,利用加权逆运动学方法捕获自我和目标体的运动动画,并将末端执行器安装在手和脚上。我们进行了用户研究,以评估虚拟现实中五种场景下的人体工效学设计,并比较了多化身和单化身。在虚拟现实评估后,在物理环境中再次进行类似的评估,以探索不同虚拟体验的后vr影响。
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引用次数: 7
Collocated Multi-user Gestural Interactions with Unmodified Wearable Devices 与未经修改的可穿戴设备的多用户手势交互
Pub Date : 2017-08-08 DOI: 10.1007/s41133-017-0009-z
Mihai Bâce, Sander Staal, Gábor Sörös, Giorgio Corbellini

Many real-life scenarios can benefit from both physical proximity and natural gesture interaction. In this paper, we explore shared collocated interactions on unmodified wearable devices. We introduce an interaction technique which enables a small group of people to interact using natural gestures. The proximity of users and devices is detected through acoustic ranging using inaudible signals, while in-air hand gestures are recognized from three-axis accelerometers. The underlying wireless communication between the devices is handled over Bluetooth for scalability and extensibility. We present (1) an overview of the interaction technique and (2) an extensive evaluation using unmodified, off-the-shelf, mobile, and wearable devices which show the feasibility of the method. Finally, we demonstrate the resulting design space with three examples of multi-user application scenarios.

许多现实生活场景都可以从物理接近和自然手势互动中受益。在本文中,我们探索了未经修改的可穿戴设备上的共享并置交互。我们引入了一种交互技术,使一小群人能够使用自然手势进行交互。用户和设备的接近度是通过使用不听信号的声学测距来检测的,而空中的手势是通过三轴加速度计来识别的。设备之间的底层无线通信通过蓝牙处理,以实现可伸缩性和可扩展性。我们提出(1)对交互技术的概述,(2)使用未经修改的、现成的、移动的和可穿戴的设备进行广泛的评估,这些设备显示了该方法的可行性。最后,我们将通过三个多用户应用程序场景示例演示最终的设计空间。
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引用次数: 2
Gaze Cueing with a Vibrotactile Headband for a Visual Search Task 用振动触觉头带进行视觉搜索任务的凝视提示
Pub Date : 2017-07-28 DOI: 10.1007/s41133-017-0008-0
Jari Kangas, Jussi Rantala, Roope Raisamo

Augmented attention, assisting the user in noticing important things, is one of the ways human action can be enhanced with technologies. We investigated how vibrotactile stimulation given to the forehead could be used to cue gaze direction. We built a vibrotactile headband with an array of six actuators that presented short, tap-like cues. In the first experiment, the participant was instructed to look at the point on a horizontal line that they thought the vibrotactile cue was pointing to. Analysis of the participant’s gaze points showed that for the majority there were statistically significant differences between cues from different actuators. This indicated that the six actuators could successfully direct the participant’s gaze to different areas of the visual field. In addition, vibrotactile cueing of gaze direction could be used for directing visual attention and providing navigation cues with wearable headbands. To strengthen our findings, we investigated how effective the vibrotactile stimulation would be to cue gaze direction in a visual search task. Participant’s were asked to find a deviant shape (a target) from a display full of simple shapes. The vibrotactile cueing implemented with the headband device was used to inform the participants of the approximate horizontal position of the target in three different experimental conditions. In the most informative condition, six actuators were used to inform the participant of the horizontal area where the target would be found, in the second condition two actuators were used to inform the participant of the target side on the display (left or right), and in the least informative condition no directional information was given. Analysis of the trial completion times showed that there were statistically significant differences between the least informative condition and the two other conditions. However, we did not find significant differences in trial completion times between the two conditions where information of the target location was given. This indicated that while the actuators could successfully direct the participant’s attention to different areas of the visual field to help in the search task, the simple approach of just adding actuators and dividing the visual field to more sub-areas did not improve the results. The findings of this study showed that while there is potential in using vibrotactile cueing of gaze direction, more research is needed to fully exploit it.

增强注意力,帮助用户注意重要的事情,是通过技术增强人类行为的方式之一。我们研究了给予前额的振动触觉刺激如何用于提示凝视方向。我们制作了一个振动触觉头带,它由六个致动器组成,可以提供短的、类似敲击的提示。在第一个实验中,参与者被要求观察他们认为振动触觉线索所指向的水平线上的点。对参与者注视点的分析表明,对于大多数人来说,来自不同致动器的线索之间存在统计学上的显著差异。这表明,六个致动器可以成功地将参与者的视线引导到视野的不同区域。此外,凝视方向的振动触觉提示可以用于引导视觉注意力,并通过可佩戴的头带提供导航提示。为了加强我们的发现,我们研究了振动触觉刺激在视觉搜索任务中提示凝视方向的有效性。参与者被要求从充满简单形状的展示中找到一个异常形状(目标)。使用头带设备实现的振动触觉提示用于告知参与者在三种不同的实验条件下目标的大致水平位置。在信息量最大的情况下,使用六个致动器来向参与者通知将要找到目标的水平区域,在第二种情况下使用两个致动器来通知参与者显示器上的目标侧(左侧或右侧),并且在信息量最小的情况下没有给出方向信息。对试验完成时间的分析表明,信息最少的条件与其他两种条件之间存在统计学上的显著差异。然而,在给出目标位置信息的两种条件下,我们没有发现试验完成时间的显著差异。这表明,虽然致动器可以成功地将参与者的注意力引导到视野的不同区域,以帮助搜索任务,但仅添加致动器并将视野划分为更多子区域的简单方法并没有改善结果。这项研究的结果表明,虽然使用视觉方向的振动触觉提示有潜力,但还需要更多的研究来充分利用它。
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引用次数: 2
Computer-Aided Parameter Selection for Resistance Exercise Using Machine Vision-Based Capability Profile Estimation 基于机器视觉的能力轮廓估计在阻力训练参数选择中的应用
Pub Date : 2017-07-27 DOI: 10.1007/s41133-017-0007-1
Ognjen Arandjelović

The penetration of mathematical modelling in sports science to date has been highly limited. In particular and in contrast to most other scientific disciplines, sports science research has been characterized by comparatively little effort investment in the development of phenomenological models. Practical applications of such models aimed at assisting trainees or sports professionals more generally remain nonexistent. The present paper aims at addressing this gap. We adopt a recently proposed mathematical model of neuromuscular engagement and adaptation, and develop around it an algorithmic framework which allows it to be employed in actual training program design and monitoring by resistance training practitioners (coaches or athletes). We first show how training performance characteristics can be extracted from video sequences, effortlessly and with minimal human input, using computer vision. The extracted characteristics are then used to fit the adopted model i.e. to estimate the values of its free parameters, from differential equations of motion in what is usually termed the inverse dynamics problem. A computer simulation of training bouts using the estimated (and hence athlete specific) model is used to predict the effected adaptation and with it the expected changes in future performance capabilities. Lastly we describe a proof-of-concept software tool we developed which allows the practitioner to manipulate training parameters and immediately see their effect on predicted adaptation (again, on an athlete specific basis). Thus, this work presents a holistic view of the monitoring–assessment–adjustment loop which lies at the centre of successful coaching. By bridging the gap between theoretical and applied aspects of sports science, the present contribution highlights the potential of mathematical and computational modelling in this field and serves to encourage further research focus in this direction.

迄今为止,数学建模在体育科学中的渗透一直非常有限。与大多数其他科学学科相比,体育科学研究的特点是在发展现象学模型方面投入的精力相对较少。这种旨在帮助受训人员或体育专业人员的模式的实际应用通常仍然不存在。本文件旨在解决这一差距。我们采用了最近提出的神经肌肉参与和适应的数学模型,并围绕它开发了一个算法框架,使其能够用于阻力训练从业者(教练或运动员)的实际训练计划设计和监测。我们首先展示了如何使用计算机视觉从视频序列中轻松提取训练表现特征,只需最少的人工输入。然后,在通常被称为逆动力学问题的运动微分方程中,提取的特征被用来拟合所采用的模型,即估计其自由参数的值。使用估计的(因此是运动员特有的)模型对训练回合进行计算机模拟,用于预测受影响的适应以及未来表现能力的预期变化。最后,我们描述了我们开发的概念验证软件工具,该工具允许从业者操纵训练参数,并立即看到它们对预测适应的影响(同样,在运动员特定的基础上)。因此,这项工作呈现了对监控-评估-调整循环的整体看法,这是成功指导的核心。通过弥合体育科学理论和应用方面之间的差距,本论文突出了数学和计算建模在该领域的潜力,并有助于鼓励进一步关注这一方向的研究。
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引用次数: 3
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Augmented Human Research
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