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Human Systems Engineering and Design (IHSED2021) Future Trends and Applications最新文献

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Strengths and Development Needs in Temporary Agency Work: Temporary Work Agency Managers’ Perspective 临时代理工作的优势与发展需求:临时代理机构管理者的视角
Susanna Mattila, Kati Ylikahri, Leena Rekola, N. Cajander
In temporary agency work (TAW), the temporary work agency and the user company have employer responsibilities related to the occupational safety and health of the temporary agency workers. The aim of the study was to investigate strengths and development needs in TAW as perceived by managers of temporary work agencies. Semi-structured interviews were conducted to collect data from 19 managers at 10 temporary work agencies. The data were analyzed using qualitative content analysis. The results show that TAW is a flexible and valuable option for facilitating employment. However, there is room for developing TAW practices and procedures with the co-operation of temporary work agencies, temporary agency workers, and user companies. The findings of this study contribute to development of the occupational safety, health, and well-being of agency workers, and sustainable TAW.
在临时代理工作(TAW)中,临时工作机构和用户公司对临时代理工人的职业安全和健康负有雇主责任。本研究的目的是调查临时工作机构管理人员对临时工作人员的优势和发展需求。采用半结构化访谈的方式,收集了来自10家临时工作机构的19名管理人员的数据。采用定性内容分析法对数据进行分析。结果表明,TAW是促进就业的一种灵活而有价值的选择。然而,在临时工作机构、临时工作人员和用户公司的合作下,TAW的实践和程序仍有发展的空间。本研究的结果有助于机构工作者的职业安全、健康和福祉的发展,以及可持续的TAW。
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引用次数: 0
Integrating System-independent Learning Content with the Benefits of Digital Game Based Learning 将系统独立的学习内容与基于数字游戏的学习相结合
Daniel Atorf, Sergius Dyck, Ehm Kannegieser
Serious games following the ideas of Digital Game Based Learning by Marc Prensky mainly focus on designing a learning system which feels like a real game while also teaching learning objectives. These games utilize intrinsic motivation, influencing learning effects positively. Previous studies and evaluations identified a demand for a more modular and streamlined framework. Such a framework should provide independence between knowledge domain (mainly content for learning objectives) and the game itself (mainly game mechanics and game loop). Implementing standards will enable incorporating multi-faceted knowledge domains of third-party learning systems. This paper reviews state-of-the-art methods and technologies that enable learning systems to invoke and communicate with other external learning systems. In the second step, the methods and technologies are discussed. Based on the discussion, a conceptual design and a system architecture is presented. The paper concludes with recommendations for future work.
遵循Marc Prensky的Digital Game Based Learning理念的严肃游戏主要侧重于设计一种感觉像真正游戏的学习系统,同时也教授学习目标。这些游戏利用内在动机,积极影响学习效果。以前的研究和评价确定了对更加模块化和精简的框架的需求。这种框架应该在知识领域(主要是学习目标的内容)和游戏本身(主要是游戏机制和游戏循环)之间提供独立性。实施标准将有助于整合第三方学习系统的多方面知识领域。本文回顾了使学习系统能够调用和与其他外部学习系统通信的最新方法和技术。在第二步,讨论了方法和技术。在此基础上,提出了系统的概念设计和系统架构。论文最后对今后的工作提出了建议。
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引用次数: 0
Design of an Exoskeleton to Prevent and to Take Care of the Spinal Column of Injuries of Low Back Pain 预防和照顾腰痛脊柱损伤的外骨骼设计
Jean Luna-Ramirez, Guersom Quispealaya-Lazo, Madai Taype-Mateo, G. Quispe, Heyul Chavez, Luis Rivera, Francisco Dominguez
Inside Peru and the world, the bigger bordering the force is by the muscles of the human beings to accomplish physical tasks, and the failure of these can cause a damage neuromuscular and articulations. The principal objective of the fact-finding work becomes of Designing an exoskeleton for the prevention of injuries to the spinal column of the workers, to give solution and it improves of the lum-bar unmade problem a lot of effort. The Design of a lumbar, detachable exoskele-ton with easy maintenance and manufacture are shown, with the characteristics principal stop to comfortability of the worker without causing pain neither dis-comfort.
在秘鲁和世界范围内,更大的边界力量是由人类的肌肉来完成体力任务,而这些失败会导致神经、肌肉和关节的损伤。调查工作的主要目的是设计一种防止工人脊柱损伤的外骨骼,为解决和改善腰椎未扎问题下了很大的功夫。腰椎可拆卸外骨骼的设计,易于维护和制造,其特点主要是使工人舒适,而不会引起疼痛和不适。
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引用次数: 0
Effect of Balance and Symmetry on web aesthetic: Computational modeling and experimental investigation 平衡与对称对网页美学的影响:计算模型与实验研究
Yuqi Wang, Shengchao Li, Lei Zhou, Haiyan Wang
In order to objectively evaluate the beauty of webpage colors, balance and symmetry are selected as rating indicators, using HSV color model to quantify the evaluation through the principle of visual weight, and the main interface of the search engine is used as an example to verify the calculation model of the beauty of the color layout. In the experiment, 10 subjects evaluate the stimulus pictures, which verified the rationality of the computation model.
为了客观评价网页色彩的美,选择平衡和对称作为评价指标,利用HSV色彩模型通过视觉权重原理进行量化评价,并以搜索引擎主界面为例验证了色彩布局美度的计算模型。实验中,10名被试对刺激图片进行评价,验证了计算模型的合理性。
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引用次数: 0
Intuitive Body Operations Suppressing VR Sickness 直觉身体操作抑制VR疾病
Naoto Utsumi, M. Takimoto, Y. Kambayashi
In this paper, we propose a novel and intuitive moving manner of users’ body in a virtual space. In our system, the users ride a popular fitness equipment, which has two pedals for left and right feet, and they can open or close their legs by sliding the pedals to the sides on it. On the equipment, the users can designate movement to any directions through body actions. Those movements of limbs’ actions give the users feeling of motions, which contributes to enhancing their immersion while suppressing VR sickness. In order to show the effectiveness of our approach, we conducted experiments to compare our method with a conventional method using a controller. As a result, we observed that our method increases the sense of immersion and reduces VR sickness.
在本文中,我们提出了一种新颖直观的用户身体在虚拟空间中的移动方式。在我们的系统中,用户骑着一种流行的健身器材,它的左右脚有两个踏板,他们可以通过滑动踏板来打开或关闭腿。在设备上,用户可以通过身体动作指定任何方向的运动。这些肢体动作给用户带来运动感,有助于增强沉浸感,同时抑制VR病。为了证明我们的方法的有效性,我们进行了实验,将我们的方法与使用控制器的传统方法进行比较。结果,我们观察到我们的方法增加了沉浸感,减少了VR病。
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引用次数: 1
Transdisciplinary Approach in Social Robots: A Repertory Grid Analysis on Perception and Anticipated User Experience 社交机器人的跨学科方法:感知和预期用户体验的库存网格分析
Sena Semizoğlu, Ekrem Cem Alppay
This Social robot can be defined as a physical robot with capabilities of interacting with their surrounding in a social manner. Social robots should be designed both physically and socially. Designing them requires more than technical knowledge and should be taken as a transdisciplinary process in which engineers, program-mers, behavioral scientists and designers co-work. This study aims to explore the transdisciplinary nature of social robots as an emerging social artefact.A repertory grid study is conducted with 13 participants from different back-grounds to reveal the perceptual keywords about social robots. 50 potential users contributed to an anticipated user experience survey to understand their percep-tions. Outcomes of these two studies are compared. Results show that different professions involved have their own approach and way of understanding that cover varying aspects of social robotic field. This highlights the position of this study which supports transdisciplinary work, and believes transdisciplinarity’s positive contributions in the future research.
这种社交机器人可以被定义为具有以社交方式与周围环境互动能力的物理机器人。社交机器人应该从生理和社交两方面进行设计。设计它们需要的不仅仅是技术知识,而且应该被视为一个跨学科的过程,工程师、程序员、行为科学家和设计师在其中合作。本研究旨在探讨作为新兴社会人工制品的社交机器人的跨学科性质。通过对13名来自不同背景的参与者的网格研究,揭示了社交机器人的感知关键词。50名潜在用户参与了一项预期的用户体验调查,以了解他们的看法。比较两项研究的结果。结果表明,不同的专业有自己的方法和理解方式,涵盖了社交机器人领域的不同方面。这突出了本研究支持跨学科工作的立场,并相信跨学科在未来研究中的积极贡献。
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引用次数: 0
Study on the Perceived Quality of Hand-Operated Mechanical Controls in Passenger Cars Using the Example of Air Vents 以通风口为例的乘用车手动机械控制感知质量研究
Michael Tondera, Matthias Sebastian Fischer, Julia Kaiser, T. Maier
Users perceiving mechanical controls as high quality is critical in automotive engineering. This study examines how 30 participants rated three air vents taken from one vehicle segment. Results indicate that the haptic sense had the greatest influence on the judgement of quality. Participants were even able to detect differentiation of actuation path length and forces. Technical haptic parameters were identified that promise favorable impressions. Future research should use a test-rig to enable specific manipulation of technical parameters.
用户认为机械控制是高质量的,这在汽车工程中至关重要。这项研究考察了30名参与者如何评价一个车辆部分的三个通风口。结果表明,触觉对质量判断的影响最大。参与者甚至能够检测到驱动路径长度和力的差异。技术触觉参数确定,承诺良好的印象。未来的研究应使用试验台,以实现技术参数的具体操作。
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引用次数: 0
Augmented Reality and Digital Marketing - Impact on Advertising Campaigns and Promotion 增强现实和数字营销-对广告活动和促销的影响
Mónica-Daniela Gómez-Rios, Daniel Humberto Caicedo Estacio, Miguel A. Quiroz-Martínez, Maikel Leyva-Vázquez
Technological advance allows the virtual fusion of objects that are beyond our reach. Augmented reality makes it easier to have objects from the virtual world to the real world. This allows many of the commercial activities that use old or conventional methods to be improved in a more innovative way. Information is a crucial factor in all aspects and even more so in sales activities where the evaluation of the product from different perspectives is a strong indicator in decision-making, which is why the way in which this information is exposed is important. seen from the consumer's point of view. The problem is to determine the effects that the use of visual information produces on real images in the field of marketing and to evaluate the impact that the use of this technology has on people, since it is not always possible to affirm that when using AR the result is successful, since in some cases the result is not favorable. The objective is to distinguish the impact that the use of AR has in advertising campaigns through digital marketing. The methodology used relfects a descriptive analytical type to carry out a deep and progressive analysis of the references; in addition to a qualitative approach to analyze the social practices of AR. It was concluded that AR is a powerful tool used in digital marketing to promote a product or carry out a campaign in a more innovative way and allows the information to be reflected in the consumer's memory for a longer time, which ensures that the product is better appreciated and there are more possibilities for its commercialization, it also has more consumer attraction for the product and a competitive advantage. According to the results analyzed, most people have more acceptance of the product with AR given that the way of presenting it is more innovative, but not all aspects of AR are favorable, in terms of use AR loses ground with respect to conventional digital marketing methods. Much of the AR information is not yet known, so interacting with this technology can be quite tedious or in some cases impossible for people who are not very attached to the techno-logical world. AR is a multipurpose technology, but in the field of marketing there is still a long way to go in terms of usability, but compared to the visual benefits it brings, it would not be an impediment to its full development.
科技的进步使得我们无法触及的物体得以虚拟融合。增强现实技术使物体更容易从虚拟世界进入现实世界。这使得许多使用旧方法或传统方法的商业活动能够以更具创新性的方式得到改进。信息在各个方面都是至关重要的因素,在销售活动中更是如此,从不同的角度对产品进行评估是决策的一个强有力的指标,这就是为什么信息暴露的方式很重要。从消费者的角度来看。问题是确定使用视觉信息对营销领域的真实图像产生的影响,并评估使用这项技术对人们的影响,因为在使用AR时并不总是可以肯定结果是成功的,因为在某些情况下结果是不利的。目标是通过数字营销区分使用AR在广告活动中的影响。所使用的方法反映了一种描述性分析类型,以便对参考文献进行深入和渐进的分析;除了定性方法分析基于“增大化现实”技术的社会实践,得出结论,基于“增大化现实”技术是一种强大的工具用于数字营销推广产品或开展活动以更创新的方式,允许的信息反映在消费者的记忆的时间更长,这确保了产品更好的欣赏和商业化有更多的可能性,也有更多的消费者对产品的吸引力和竞争优势。根据分析的结果,大多数人对AR产品的接受程度更高,因为它的呈现方式更具创新性,但并不是AR的所有方面都是有利的,在使用方面,AR相对于传统的数字营销方法失去了优势。AR的大部分信息还不为人所知,所以与这项技术的互动可能相当乏味,或者在某些情况下,对于那些不太喜欢技术世界的人来说是不可能的。AR是一项多用途的技术,但在营销领域的可用性方面还有很长的路要走,但与它带来的视觉上的好处相比,它不会成为它全面发展的障碍。
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引用次数: 0
“IT’S MY WAY OR THE HIGHWAY”; Location Markup Prompts and Interaction Caveats in VR “要么听我的,要么滚蛋”;VR中的位置标记提示和交互警告
B. Memarian, Christos Koulas, Brian D. Fisher
The use of augmented or virtual reality (AR/VR) wearables is becoming popular in command-and-control tasks such as location markup on a virtual map for remote training or collaboration purposes. Studies in this domain capitalize personalization through unique technological features to improve the situation awareness and performance of users, without probing onto the information requirements for functions such as markup that must be consistently presented across technologies and users’ abilities. We aim to characterize and visualize location markup interactions in VR by proposing a systematic perspective to code and formulate mission prompts and identify variables that may contribute to the operator’s credible task execution. We find that future research needs to focus on developing universal multimodal communication conventions so that they can be consistently used in virtual or real environments. This can in turn have a significant contribution to the users’ appropriate skill training and error prevention.
增强或虚拟现实(AR/VR)可穿戴设备的使用在命令和控制任务中变得越来越流行,例如用于远程培训或协作目的的虚拟地图上的位置标记。该领域的研究通过独特的技术特征利用个性化来提高用户的态势感知和性能,而不去探究必须跨技术和用户能力一致呈现的标记等功能的信息需求。我们的目标是通过提出系统的视角来编码和制定任务提示,并识别可能有助于操作员可靠执行任务的变量,从而表征和可视化VR中的位置标记交互。我们发现未来的研究需要集中在开发通用的多模态通信约定,以便它们可以在虚拟或现实环境中一致地使用。这反过来又对用户适当的技能培训和错误预防有重要的贡献。
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引用次数: 0
Team Design Patterns for Participatory Development of First Response Human-Agent Teaming 第一反应人-代理团队参与式发展的团队设计模式
Tatjana Beuker, Tina Miochand Mark A. Neerincx
First responders (FRs) work in complex and dangerous environments in which information is often uncertain and incomplete. Advancements in artificial intelligence technology pose great potential for supporting FRs throughout dynamic mission developments. We investigated how teamwork between FRs and an intelligent agent should be designed to facilitate adequate decision-making. For this purpose, three Team Design Patterns (TDPs) were created, each assigning different roles and responsibilities to the intelligent agents and FRs. The collaboration was evaluated by presenting two scenarios to FRs in which they had to handle an incident in simulated collaboration with the agents. The results show that preference and acceptance varied across FRs and different decisions and point towards recommending a design solution in which the intelligent agent can adapt its collaboration style to different FRs and decisions it is assisting with.
第一响应者(FRs)在复杂和危险的环境中工作,其中的信息往往是不确定和不完整的。在整个动态任务发展过程中,人工智能技术的进步为支持FRs提供了巨大的潜力。我们研究了如何设计FRs和智能代理之间的团队合作以促进充分的决策。为此,我们创建了三个团队设计模式(tdp),每个模式为智能代理和代理分配不同的角色和职责。通过向代理展示两个场景来评估协作,在这两个场景中,他们必须在与代理的模拟协作中处理事件。结果表明,偏好和接受度在不同的FRs和不同的决策中有所不同,并指向推荐一种设计解决方案,在该解决方案中,智能代理可以根据不同的FRs和决策调整其协作风格。
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引用次数: 1
期刊
Human Systems Engineering and Design (IHSED2021) Future Trends and Applications
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