Marine Capallera, Leonardo Angelini, Alexandre Favre, François Magnin, Mariateresa De Vito Woods, Omar Abou Khaled, E. Mugellini
Virtual Reality can provide an immersive training environment in nursing education, in particular to experience situations that cannot be perceived in the reality. Through a user-centered design process with educators and students from a nursing school, we developed a VR application for asepsis training in a blood sampling scenario. The simulation allows to visualize the contamination risks during the procedures. We conducted three tests and continuously improved the application in order to increase the usability and the feeling of immersion. During the tests, we compared two interaction modalities, two visualizations of the hands and different degrees of immersion (teleportation, or mapping a real simulation room, with the possibility to walk and touch physical elements). These experiments allowed us to draw a conclusion on the level of immersion reached by the new virtual reality technologies and on their possible implication in the practical training of students.
{"title":"Training nurses in VR: exploring spatial mapping and free-hand interaction","authors":"Marine Capallera, Leonardo Angelini, Alexandre Favre, François Magnin, Mariateresa De Vito Woods, Omar Abou Khaled, E. Mugellini","doi":"10.1145/3583961.3583980","DOIUrl":"https://doi.org/10.1145/3583961.3583980","url":null,"abstract":"Virtual Reality can provide an immersive training environment in nursing education, in particular to experience situations that cannot be perceived in the reality. Through a user-centered design process with educators and students from a nursing school, we developed a VR application for asepsis training in a blood sampling scenario. The simulation allows to visualize the contamination risks during the procedures. We conducted three tests and continuously improved the application in order to increase the usability and the feeling of immersion. During the tests, we compared two interaction modalities, two visualizations of the hands and different degrees of immersion (teleportation, or mapping a real simulation room, with the possibility to walk and touch physical elements). These experiments allowed us to draw a conclusion on the level of immersion reached by the new virtual reality technologies and on their possible implication in the practical training of students.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121248063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vaynee Sungeelee, Antoine Loriette, Olivier Sigaud, Baptiste Caramiaux
RÉSUMÉ Des recherches antérieures sur l’apprentissage moteur ont étudié les effets de divers programmes d’entraînement sur les performances d’apprentissage. Si le fait de s’entraîner davantage améliore l’apprentissage, l’entraînement doit être adapté au niveau de compétence de l’apprenant. Une approche est de concevoir des systèmes interactifs d’aide à l’apprentissage qui s’adaptent à l’apprenant. Seulement, la conception de tels systèmes semble manquer de résultats théoriques sur les mécanismes d’adaptation. Ici, nous étudions les effets d’une personnalisation en temps-réel de la pratique par le biais d’un algorithme MAB (Multi-Armed Bandit). Nous avons conduit une étude contrôlée en laboratoire avec une tâche motrice simple impliquant des mouvements de pointage où le poignet pilote un curseur dans un canal. Nous montrons que l’algorithme MAB surpasse les algorithmes standards en réduisant efficacement la variabilité du mouvement et que cette adaptation rend homogène les compétences des apprenants. Ces résultats ont des implications théoriques
{"title":"Human-Machine Co-Learning : Case Study on Motor Skill Acquisition","authors":"Vaynee Sungeelee, Antoine Loriette, Olivier Sigaud, Baptiste Caramiaux","doi":"10.1145/3583961.3583977","DOIUrl":"https://doi.org/10.1145/3583961.3583977","url":null,"abstract":"RÉSUMÉ Des recherches antérieures sur l’apprentissage moteur ont étudié les effets de divers programmes d’entraînement sur les performances d’apprentissage. Si le fait de s’entraîner davantage améliore l’apprentissage, l’entraînement doit être adapté au niveau de compétence de l’apprenant. Une approche est de concevoir des systèmes interactifs d’aide à l’apprentissage qui s’adaptent à l’apprenant. Seulement, la conception de tels systèmes semble manquer de résultats théoriques sur les mécanismes d’adaptation. Ici, nous étudions les effets d’une personnalisation en temps-réel de la pratique par le biais d’un algorithme MAB (Multi-Armed Bandit). Nous avons conduit une étude contrôlée en laboratoire avec une tâche motrice simple impliquant des mouvements de pointage où le poignet pilote un curseur dans un canal. Nous montrons que l’algorithme MAB surpasse les algorithmes standards en réduisant efficacement la variabilité du mouvement et que cette adaptation rend homogène les compétences des apprenants. Ces résultats ont des implications théoriques","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124436626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Dubois, Ilyes Reguig, G. Perelman, P. Limousin, Bergé Louis-Pierre
In an activity that involves viewing and editing a large amount of data, organising the information in the form of a dashboard is relatively common. The user must then be able to move efficiently from one area of information to another to view or edit the data in the dashboard, which sometimes exceeds even the size of the screen. Multiple window managers have been studied but their application has never been explored for information areas within a single window. The "Radar View" we propose is a miniature representation of the different information areas accessible. We study the use of the radar view according to several considerations including the location of the radar view and the layout of its content. Through a first experimental study, il appears that the results are in line with the hypothesis according to which the use of a radar view displayed on a tablet glued to the keyboard allows the user to complete the task in less time than if he/she were to use a mouse and conventional window navigation, without increasing the number of errors made and without obscuring the data being consulted and edited. These results will need to be confirmed in a further study.
{"title":"Vue Radar: déporter le gestionnaire de fenêtres sur une tablette: RadarView: Unloading the Desktop Window Manager onto a Tablet","authors":"E. Dubois, Ilyes Reguig, G. Perelman, P. Limousin, Bergé Louis-Pierre","doi":"10.1145/3583961.3583962","DOIUrl":"https://doi.org/10.1145/3583961.3583962","url":null,"abstract":"In an activity that involves viewing and editing a large amount of data, organising the information in the form of a dashboard is relatively common. The user must then be able to move efficiently from one area of information to another to view or edit the data in the dashboard, which sometimes exceeds even the size of the screen. Multiple window managers have been studied but their application has never been explored for information areas within a single window. The \"Radar View\" we propose is a miniature representation of the different information areas accessible. We study the use of the radar view according to several considerations including the location of the radar view and the layout of its content. Through a first experimental study, il appears that the results are in line with the hypothesis according to which the use of a radar view displayed on a tablet glued to the keyboard allows the user to complete the task in less time than if he/she were to use a mouse and conventional window navigation, without increasing the number of errors made and without obscuring the data being consulted and edited. These results will need to be confirmed in a further study.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123684634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sophie Lemonnier, J. Simonin, Jean-Baptiste Lanfranchi
Cette étude aborde différentes thématiques autour de l’état de l’acceptation de la cobotique dans le monde industriel français, notamment par le biais d’un questionnaire en ligne auprès des opérateurs utilisant des cobots dans leur activité professionnelle. Afin d’étudier l’acceptation de cette nouvelle technologie, nous nous sommes inspirés du modèle META-UTAUT pour constituer le réseau de variables pertinent (facilité d’utilisation, attente de performance, conditions facilitatrices, influence(s) sociale(s), attitudes, intention d’usage, émotions ressenties). Les résultats quantitatifs obtenus auprès d’un petit échantillon de 20 opérateurs laissent entrevoir quelques relations significatives. En complément, 32 entretiens semi-directifs avec les industriels et différents acteurs de terrain (intégrateur, fournisseurs péri-robotiques, entreprises utilisatrices) nous permet de discuter en termes de coûts et de gains de l’insertion du cobot au niveau organisationnel.
{"title":"Robots collaboratifs dans l’industrie française en 2021 : acceptation des opérateurs et points de vue d’industriels.","authors":"Sophie Lemonnier, J. Simonin, Jean-Baptiste Lanfranchi","doi":"10.1145/3583961.3583979","DOIUrl":"https://doi.org/10.1145/3583961.3583979","url":null,"abstract":"Cette étude aborde différentes thématiques autour de l’état de l’acceptation de la cobotique dans le monde industriel français, notamment par le biais d’un questionnaire en ligne auprès des opérateurs utilisant des cobots dans leur activité professionnelle. Afin d’étudier l’acceptation de cette nouvelle technologie, nous nous sommes inspirés du modèle META-UTAUT pour constituer le réseau de variables pertinent (facilité d’utilisation, attente de performance, conditions facilitatrices, influence(s) sociale(s), attitudes, intention d’usage, émotions ressenties). Les résultats quantitatifs obtenus auprès d’un petit échantillon de 20 opérateurs laissent entrevoir quelques relations significatives. En complément, 32 entretiens semi-directifs avec les industriels et différents acteurs de terrain (intégrateur, fournisseurs péri-robotiques, entreprises utilisatrices) nous permet de discuter en termes de coûts et de gains de l’insertion du cobot au niveau organisationnel.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128122481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
La tentative de lier les transitions numériques et écologiques est de plus en plus présente dans les articles scientifiques. Depuis le début des années 2000, plusieurs nouveaux champs de recherche se sont développés, couvrant un très large spectre de domaines, allant de l'informatique environnementale à la soutenabilité des interactions humain-machine. La diversité des recherches dans ces domaines a permis d'explorer différentes manières de comprendre l'informatique en relation avec la transition écologique : au niveau technique, au niveau des interactions, au niveau de l'impact sur les structures sociales, etc. Cet article vise à décrire dans quelle mesure l'interaction humain-machine soutenable (IHMS) doit traiter des alignements entre l'informatique et les valeurs des parties prenantes dans la transition soutenable des systèmes socio-techniques. The attempt to link digital and ecological transitions is becoming increasingly present in scientific papers. Since the early 2000s, several new fields of research have developed, covering a very broad spectrum of domains, ranging from environmental computing to the sustainability of human-machine interactions. The diversity of research in these domains has allowed to explore different ways of understanding computing in relation to the ecological transition: at the technical level, at the interaction level, at the impact on social structures, and so on. This article aims at describing to what extent Sustainable HCI (SHCI) needs to deal with alignments between HCI and stakeholders’ values in the sustainable transition of socio-technical systems.
将数字转型与生态转型联系起来的尝试越来越多地出现在科学文章中。自21世纪初以来,已经发展了几个新的研究领域,涵盖了非常广泛的领域,从环境计算到人机交互的可持续性。这些领域研究的多样性使我们能够探索不同的方式来理解信息技术与生态转型的关系:在技术层面、相互作用层面、对社会结构的影响层面,等等。本文旨在描述在社会技术系统的可持续转型中,可持续的人机交互(hmi)应该在多大程度上解决it和利益相关者价值观之间的一致性。The试探性to link digital in scientific and is生态转变成为现在越来越严格的论文。自21世纪初以来,发展了几个新的研究领域,涵盖了非常广泛的领域,从环境计算到人机交互的可持续性。这些领域研究的多样性使人们能够探索不同的方法来理解与生态转型有关的计算:技术层面、相互作用层面、对社会结构的影响等等。本文旨在描述在社会技术系统的可持续转型中,可持续人机交互(SHCI)需要在多大程度上处理人机交互与利益相关者价值观之间的一致性。
{"title":"Le désalignement de valeurs dans les interactions : une opportunité pour l'IHM soutenable: Value misalignments in interactions: an opportunity for sustainable HCI","authors":"Lou Grimal, Inès di Loreto, Nadège Troussier","doi":"10.1145/3583961.3583964","DOIUrl":"https://doi.org/10.1145/3583961.3583964","url":null,"abstract":"La tentative de lier les transitions numériques et écologiques est de plus en plus présente dans les articles scientifiques. Depuis le début des années 2000, plusieurs nouveaux champs de recherche se sont développés, couvrant un très large spectre de domaines, allant de l'informatique environnementale à la soutenabilité des interactions humain-machine. La diversité des recherches dans ces domaines a permis d'explorer différentes manières de comprendre l'informatique en relation avec la transition écologique : au niveau technique, au niveau des interactions, au niveau de l'impact sur les structures sociales, etc. Cet article vise à décrire dans quelle mesure l'interaction humain-machine soutenable (IHMS) doit traiter des alignements entre l'informatique et les valeurs des parties prenantes dans la transition soutenable des systèmes socio-techniques. The attempt to link digital and ecological transitions is becoming increasingly present in scientific papers. Since the early 2000s, several new fields of research have developed, covering a very broad spectrum of domains, ranging from environmental computing to the sustainability of human-machine interactions. The diversity of research in these domains has allowed to explore different ways of understanding computing in relation to the ecological transition: at the technical level, at the interaction level, at the impact on social structures, and so on. This article aims at describing to what extent Sustainable HCI (SHCI) needs to deal with alignments between HCI and stakeholders’ values in the sustainable transition of socio-technical systems.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125221257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Florian Debackere, C. Clavel, Alexandra Rören, F. Rannou, C. Nguyen, Viet-thi Tran, I. Boutron, Yosra Messai, Jean-Claude Martin
The market for mobile health applications is growing rapidly, but few of these applications are based on evidence-based guidelines. In the case of chronic low back pain, some studies have attempted to identify user needs in order to propose recommendations for the design of digital interventions. However, the specification of human-machine interactions adapted to these needs is poorly described. In this study, we propose a participatory design approach for the design of a mobile application to support self-management of low back pain. We present the results of qualitative and quantitative methods to identify patients' needs and specify the associated human-machine interactions. Then we present the results of workshops conducted with patients in order to validate the human-machine interactions adapted to the previously identified needs. Finally, we propose several recommendations for the design of a mobile application for self-management of chronic low back pain.
{"title":"Démarche de conception participative d'une application mobile motivationnelle pour l'autogestion de la lombalgie chronique: Co-design process of a motivational mobile application for the self-management of chronic low back pain","authors":"Florian Debackere, C. Clavel, Alexandra Rören, F. Rannou, C. Nguyen, Viet-thi Tran, I. Boutron, Yosra Messai, Jean-Claude Martin","doi":"10.1145/3583961.3583976","DOIUrl":"https://doi.org/10.1145/3583961.3583976","url":null,"abstract":"The market for mobile health applications is growing rapidly, but few of these applications are based on evidence-based guidelines. In the case of chronic low back pain, some studies have attempted to identify user needs in order to propose recommendations for the design of digital interventions. However, the specification of human-machine interactions adapted to these needs is poorly described. In this study, we propose a participatory design approach for the design of a mobile application to support self-management of low back pain. We present the results of qualitative and quantitative methods to identify patients' needs and specify the associated human-machine interactions. Then we present the results of workshops conducted with patients in order to validate the human-machine interactions adapted to the previously identified needs. Finally, we propose several recommendations for the design of a mobile application for self-management of chronic low back pain.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116171147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Ferrier-Barbut, Ignacio Avellino, M. Vitrani, G. Canlorbe
Training and planning are two important preclinical activities when preparing for surgery. Although Head Mounted Displays (HMDs) are progressively being studied for training and planning in Mixed Reality (MR), clinicians need scientific evidence before making decisions when institutionalizing the technology. We investigate the up-to-date demonstrated benefits of MR-HMDs for preclinical activities through a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The results indicate little evidence-based findings. Only twelve studies were eligible, nine Randomized Controlled Studies (RCT), and three non-RCT comparative studies. Regarding training, even if there is evidence demonstrating learning benefits, these do not seem to transpose to real environments. Regarding planning, we see little-to-no evidence supporting MR-HMDs compared with traditional methods. We discuss possible directions so that future studies can increase the level of evidence, as well as how the technology can evolve to better support the particular needs of surgery.
{"title":"Head Mounted Displays in Surgical Training and Planning: A Literature Review","authors":"E. Ferrier-Barbut, Ignacio Avellino, M. Vitrani, G. Canlorbe","doi":"10.1145/3583961.3583973","DOIUrl":"https://doi.org/10.1145/3583961.3583973","url":null,"abstract":"Training and planning are two important preclinical activities when preparing for surgery. Although Head Mounted Displays (HMDs) are progressively being studied for training and planning in Mixed Reality (MR), clinicians need scientific evidence before making decisions when institutionalizing the technology. We investigate the up-to-date demonstrated benefits of MR-HMDs for preclinical activities through a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The results indicate little evidence-based findings. Only twelve studies were eligible, nine Randomized Controlled Studies (RCT), and three non-RCT comparative studies. Regarding training, even if there is evidence demonstrating learning benefits, these do not seem to transpose to real environments. Regarding planning, we see little-to-no evidence supporting MR-HMDs compared with traditional methods. We discuss possible directions so that future studies can increase the level of evidence, as well as how the technology can evolve to better support the particular needs of surgery.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"321 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123401048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Presence and embodiment are important dimensions of the user experience in immersive virtual environments. These concepts have been extensively studied, particularly in the field of video games, to model, measure and analyze their influences on the user experience. Serious games, although close to video games, have a different purpose (educational, informative or training) and few studies have yet focused on presence and embodiment in this specific context. In this paper, we conduct an in-depth analysis of the studies that have been conducted so far on the feeling of presence and embodiment in serious games. Our literature review addresses 3 research questions: (1) How are the concepts of presence and embodiment studied and measured? (2) By what modalities, factors or variables are the sense of presence and embodiment influenced? (3) What are the impacts of the degree of presence or embodiment on other dimensions of the user experience and on learning? We conclude by proposing avenues of research to explore some aspects that have not yet been fully explored in the field..
{"title":"Présence et incarnation dans les jeux sérieux : Une revue de la littérature","authors":"Anthony Basille, Élise Lavoué, A. Serna","doi":"10.1145/3583961.3583982","DOIUrl":"https://doi.org/10.1145/3583961.3583982","url":null,"abstract":"Presence and embodiment are important dimensions of the user experience in immersive virtual environments. These concepts have been extensively studied, particularly in the field of video games, to model, measure and analyze their influences on the user experience. Serious games, although close to video games, have a different purpose (educational, informative or training) and few studies have yet focused on presence and embodiment in this specific context. In this paper, we conduct an in-depth analysis of the studies that have been conducted so far on the feeling of presence and embodiment in serious games. Our literature review addresses 3 research questions: (1) How are the concepts of presence and embodiment studied and measured? (2) By what modalities, factors or variables are the sense of presence and embodiment influenced? (3) What are the impacts of the degree of presence or embodiment on other dimensions of the user experience and on learning? We conclude by proposing avenues of research to explore some aspects that have not yet been fully explored in the field..","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126737207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Quentin Meteier, Marine Capallera, Emmanuel De Salis, Leonardo Angelini, S. Carrino, Omar Abou Khaled, E. Mugellini, A. Sonderegger
In conditionally automated driving, several factors can affect the driver’s situation awareness and ability to take over control. To better understand the influence of some of these factors, 88 participants spent 20 minutes in a conditionally automated driving simulator. They had to react to four obstacles that varied in danger and movement. Half of the participants were required to engage in a verbal cognitive non-driving-related task. Situation awareness, takeover performance and physiological responses were measured for each situation. The results suggest that obstacle movement influences obstacle danger perception, situation awareness, and response time, while the latter is also influenced by obstacle danger. The cognitive verbal task also had an effect on the takeover response time. These results imply that the driver’s cognitive state and the driving situation (e.g. the movement/danger of entities present around the vehicle) must be considered when conveying information to drivers through in-vehicle interfaces.
{"title":"Effect of Obstacle Type and Cognitive Task on Situation Awareness and Takeover Performance in Conditionally Automated Driving","authors":"Quentin Meteier, Marine Capallera, Emmanuel De Salis, Leonardo Angelini, S. Carrino, Omar Abou Khaled, E. Mugellini, A. Sonderegger","doi":"10.1145/3583961.3583966","DOIUrl":"https://doi.org/10.1145/3583961.3583966","url":null,"abstract":"In conditionally automated driving, several factors can affect the driver’s situation awareness and ability to take over control. To better understand the influence of some of these factors, 88 participants spent 20 minutes in a conditionally automated driving simulator. They had to react to four obstacles that varied in danger and movement. Half of the participants were required to engage in a verbal cognitive non-driving-related task. Situation awareness, takeover performance and physiological responses were measured for each situation. The results suggest that obstacle movement influences obstacle danger perception, situation awareness, and response time, while the latter is also influenced by obstacle danger. The cognitive verbal task also had an effect on the takeover response time. These results imply that the driver’s cognitive state and the driving situation (e.g. the movement/danger of entities present around the vehicle) must be considered when conveying information to drivers through in-vehicle interfaces.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126743866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Créer, utiliser et partager des ressources de connaissances est central à la culture et au fonctionnement des ateliers de fabrication. Nous présentons une revue de la littérature de recherche sur ces ressources de connaissances incluant les domaines de l’Interaction Humain Machine, mais aussi de l’Éducation et du Design. Notre revue a pour résultat l’identification de quatre objectifs que les makers peuvent poursuivre lors de la création d’une ressource: (1) Représenter un projet de fabrication, (2) Réutiliser son travail, (3) Supporter la réflexion et (4) Communiquer. Pour chacun de ces objectifs, nous formalisons deux défis auxquels le maker peut être confronté. Nous illustrons ensuite, au travers de quatre exemples, comment notre ensemble de défis peut être utilisé comme grille d’analyse pour comparer différentes approches, avant de discuter de la relation entre les défis et les outils visant à les relever.
{"title":"Ressources de connaissances dans les ateliers de fabrication: objectifs et défis: Knowledge Resources in Fabrication Workshops: Objectives and Challenges","authors":"Clara Rigaud, Gilles Bailly, Yvonne Jansen","doi":"10.1145/3583961.3583974","DOIUrl":"https://doi.org/10.1145/3583961.3583974","url":null,"abstract":"Créer, utiliser et partager des ressources de connaissances est central à la culture et au fonctionnement des ateliers de fabrication. Nous présentons une revue de la littérature de recherche sur ces ressources de connaissances incluant les domaines de l’Interaction Humain Machine, mais aussi de l’Éducation et du Design. Notre revue a pour résultat l’identification de quatre objectifs que les makers peuvent poursuivre lors de la création d’une ressource: (1) Représenter un projet de fabrication, (2) Réutiliser son travail, (3) Supporter la réflexion et (4) Communiquer. Pour chacun de ces objectifs, nous formalisons deux défis auxquels le maker peut être confronté. Nous illustrons ensuite, au travers de quatre exemples, comment notre ensemble de défis peut être utilisé comme grille d’analyse pour comparer différentes approches, avant de discuter de la relation entre les défis et les outils visant à les relever.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127371690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}