Pub Date : 2023-12-05DOI: 10.1177/21695067231192659
Samantha Kelling, Nicholas J. Kelling
A two-experiment study assessed throwing performance in VR and real life. The first experiment was a direct comparison of a carnival type throwing game in which participants attempted to throw 20 balls into a bucket from distances of 5 and 10 ft. Fifteen participants completed the task in both real life and in an identical VR environment. In the second experiment, the same task was repeated at the 5ft distance only with the addition of a randomized order of three different VR controllers and the real-life condition. Results from both experiments indicate substantial differences between real life and VR performance along with differences between controllers. Significant VR research has stressed enhancing visual quality to better replicate real life. However, the focus needs to shift to examine creating accurate psychomotor interactions to achieve more accurate performance and ultimately training success.
{"title":"Don’t Drop the Ball: A Comparison of Throwing Performance Between VR and Real Life","authors":"Samantha Kelling, Nicholas J. Kelling","doi":"10.1177/21695067231192659","DOIUrl":"https://doi.org/10.1177/21695067231192659","url":null,"abstract":"A two-experiment study assessed throwing performance in VR and real life. The first experiment was a direct comparison of a carnival type throwing game in which participants attempted to throw 20 balls into a bucket from distances of 5 and 10 ft. Fifteen participants completed the task in both real life and in an identical VR environment. In the second experiment, the same task was repeated at the 5ft distance only with the addition of a randomized order of three different VR controllers and the real-life condition. Results from both experiments indicate substantial differences between real life and VR performance along with differences between controllers. Significant VR research has stressed enhancing visual quality to better replicate real life. However, the focus needs to shift to examine creating accurate psychomotor interactions to achieve more accurate performance and ultimately training success.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"21 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138598000","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}
Pub Date : 2023-12-05DOI: 10.1177/21695067231192280
M. Gruber, Mirella S. Galliano, Annamarie P. Brosnihan, P. A. Hancock
Videoconferencing rapidly rose in popularity with the COVID-19 pandemic. With this recent interest in videoconferencing, discussions of how to appear one’s best on camera became similarly popular. However, despite the current interest in how one appears on camera, there is relatively little empirical research on this topic. This exploratory analysis investigates how camera usage and angle impact perceptions of videoconference users. Participants watched a brief video vignette of two actors completing a social negotiation task and evaluated the actors’ perceived experience, competence,and effort The results suggest that camera decisions can impact interpersonal perception; however, individual differences in users may moderate these effects.
{"title":"Up, Down, On, Off? Effects of Camera Decisions on Interpersonal Perception During Videoconferencing","authors":"M. Gruber, Mirella S. Galliano, Annamarie P. Brosnihan, P. A. Hancock","doi":"10.1177/21695067231192280","DOIUrl":"https://doi.org/10.1177/21695067231192280","url":null,"abstract":"Videoconferencing rapidly rose in popularity with the COVID-19 pandemic. With this recent interest in videoconferencing, discussions of how to appear one’s best on camera became similarly popular. However, despite the current interest in how one appears on camera, there is relatively little empirical research on this topic. This exploratory analysis investigates how camera usage and angle impact perceptions of videoconference users. Participants watched a brief video vignette of two actors completing a social negotiation task and evaluated the actors’ perceived experience, competence,and effort The results suggest that camera decisions can impact interpersonal perception; however, individual differences in users may moderate these effects.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"94 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138599849","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}
Pub Date : 2023-12-05DOI: 10.1177/21695067231192694
William S. Helton, Kenneth Jacksonil
In two studies we examined participants self-reports of their cognitive state after performing tasks. The reports of cognitive state included separate single item measures of task-related and task-unrelated thoughts framed as opposing sets (thoughts about X and –X). In study 1, we examined two data sets from previously published research. The correlation between task-related and task-unrelated thoughts was ~ r = −.25. In addition, the two items loaded onto separate factors when they were combined with other measures from the Short Task Relevant Evaluation of Stress State (STRESS). In study 2, 33 participants played a simulated natural disaster strategy game for five sessions and after each session they self-reported their cognitive state during the game. The correlation between task-related and task-unrelated thoughts at the individual level was also low, ~r = −.24. Participants may have difficulties accurately rating their thought content post-engaging in a task.
在两项研究中,我们检查了参与者在完成任务后的认知状态自我报告。认知状态报告包括对任务相关和任务无关想法的单独单项测量,这些想法被框定为对立的两组(关于X和-X的想法)。在研究1中,我们检查了先前发表的研究中的两个数据集。任务相关思维和任务无关思维之间的相关系数为~ r = - 0.25。此外,当这两个项目与应激状态短任务相关评价(Short Task Relevant Evaluation of Stress State,简称Stress)的其他测量相结合时,它们被加载到不同的因素上。在研究2中,33名参与者玩了五次模拟自然灾害策略游戏,每次游戏结束后,他们自我报告游戏期间的认知状态。在个体水平上,任务相关思维和任务无关思维之间的相关性也很低,~r = - 0.24。参与者在参与任务后可能难以准确评估他们的思想内容。
{"title":"Was I thinking about thinking about the task? Measurement issues with self-reports of task-related and task-unrelated thoughts","authors":"William S. Helton, Kenneth Jacksonil","doi":"10.1177/21695067231192694","DOIUrl":"https://doi.org/10.1177/21695067231192694","url":null,"abstract":"In two studies we examined participants self-reports of their cognitive state after performing tasks. The reports of cognitive state included separate single item measures of task-related and task-unrelated thoughts framed as opposing sets (thoughts about X and –X). In study 1, we examined two data sets from previously published research. The correlation between task-related and task-unrelated thoughts was ~ r = −.25. In addition, the two items loaded onto separate factors when they were combined with other measures from the Short Task Relevant Evaluation of Stress State (STRESS). In study 2, 33 participants played a simulated natural disaster strategy game for five sessions and after each session they self-reported their cognitive state during the game. The correlation between task-related and task-unrelated thoughts at the individual level was also low, ~r = −.24. Participants may have difficulties accurately rating their thought content post-engaging in a task.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"134 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138599183","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}
Pub Date : 2023-12-05DOI: 10.1177/21695067231193680
Kaitlyn M. Roose, Betsy R. Lehman, Elizabeth S. Veinott
Software design teams need methods to evaluate plans as part of agile development processes. The premortem is a cognitive, structured, analytic technique that supports team plan evaluation and re-planning. Few empirical or longitudinal studies involving premortems exist. Ten game development teams (n=68 members) conducted premortems early on during a year-long game development project. Teams provided initial ratings of their game design plan, then conducted a premortem, and revised their plans. In the premortems, teams identified 17.8 unique reasons on average for project failure and 16.7 mitigations to those failures. Reasons for project failure focused mainly on game design execution, team communication, and game complexity (e.g., too many levels, branching). While most teams identified solutions for these challenges, surprisingly few teams revised their plans to scale back the game design complexity.
{"title":"Premortems in Game Development Teams: Impact and Potential","authors":"Kaitlyn M. Roose, Betsy R. Lehman, Elizabeth S. Veinott","doi":"10.1177/21695067231193680","DOIUrl":"https://doi.org/10.1177/21695067231193680","url":null,"abstract":"Software design teams need methods to evaluate plans as part of agile development processes. The premortem is a cognitive, structured, analytic technique that supports team plan evaluation and re-planning. Few empirical or longitudinal studies involving premortems exist. Ten game development teams (n=68 members) conducted premortems early on during a year-long game development project. Teams provided initial ratings of their game design plan, then conducted a premortem, and revised their plans. In the premortems, teams identified 17.8 unique reasons on average for project failure and 16.7 mitigations to those failures. Reasons for project failure focused mainly on game design execution, team communication, and game complexity (e.g., too many levels, branching). While most teams identified solutions for these challenges, surprisingly few teams revised their plans to scale back the game design complexity.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"95 20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138600058","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}
Pub Date : 2023-12-02DOI: 10.1177/21695067231192200
Wenchao Zhu, Chang Liu, Haoxiang Yu, Yikang Guo, Yan Xiao, Yingzi Lin
Chronic pain patients lack at-home pain assessment and management tools. The existing chronic-pain mobile applications are either solely relying on self-report pain levels or restricted to formal clinical settings. Our app, abbreviated from an NSF-funded project entitled Novel Computational Methods for Continuous Objective Multimodal Pain Assessment Sensing System (COMPASS), is a multi-dimensional pain app that collects physiological signals to predict objective pain levels and trace daily at-home activities by incorporating a daily check-in section. We conducted a usability test with 33 healthy participants under pain conditions. The results provided initial support for the validity of the signals in predicting internalizing pain levels among the participants. With further development and testing, we believe the COMPASS app system has the potential to be used by both patients and clinicians as an additional tool to better assess and manage pain, especially for mobile healthcare applications.
{"title":"COMPASS App: A Patient-centered Physiological based Pain Assessment System","authors":"Wenchao Zhu, Chang Liu, Haoxiang Yu, Yikang Guo, Yan Xiao, Yingzi Lin","doi":"10.1177/21695067231192200","DOIUrl":"https://doi.org/10.1177/21695067231192200","url":null,"abstract":"Chronic pain patients lack at-home pain assessment and management tools. The existing chronic-pain mobile applications are either solely relying on self-report pain levels or restricted to formal clinical settings. Our app, abbreviated from an NSF-funded project entitled Novel Computational Methods for Continuous Objective Multimodal Pain Assessment Sensing System (COMPASS), is a multi-dimensional pain app that collects physiological signals to predict objective pain levels and trace daily at-home activities by incorporating a daily check-in section. We conducted a usability test with 33 healthy participants under pain conditions. The results provided initial support for the validity of the signals in predicting internalizing pain levels among the participants. With further development and testing, we believe the COMPASS app system has the potential to be used by both patients and clinicians as an additional tool to better assess and manage pain, especially for mobile healthcare applications.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"79 25","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138606340","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}
Pub Date : 2023-12-02DOI: 10.1177/21695067231192636
Rakesh Gangadharaiah, Haotian Su, Elenah B. Rosopa, Kristin Kolodge MS, Lisa Boor, Patrick J. Rosopa, Yunyi Jia, Johnell Brooks
The rise of real-time information communication through smartphones and wireless networks enabled the growth of ridesharing services. While personal rideshare services (individuals ride alone or with people they know) initially dominated the market, the popularity of pooled ridesharing (individuals share rides with strangers) has grown globally. However, pooled rideshare remains less common in the U.S., where personal vehicle usage is still the norm. Vehicle design and rideshare services may need to be tailored to user preferences to increase pooled rideshare adoption. A national U.S. survey ( N = 5,385) used exploratory and confirmatory factor analyses to identify four key factors influencing riders’ willingness to consider pooled rideshare: comfort/ease of use, convenience, vehicle technology/accessibility, and passenger safety. Understanding and implementing these user-centered design principles and service-related factors may be critical for increasing the future use of pooled rideshare services in the U.S.
{"title":"Factors Influencing Adoption of Pooled Rideshare An Explorative Study on User-Centered Design and Services","authors":"Rakesh Gangadharaiah, Haotian Su, Elenah B. Rosopa, Kristin Kolodge MS, Lisa Boor, Patrick J. Rosopa, Yunyi Jia, Johnell Brooks","doi":"10.1177/21695067231192636","DOIUrl":"https://doi.org/10.1177/21695067231192636","url":null,"abstract":"The rise of real-time information communication through smartphones and wireless networks enabled the growth of ridesharing services. While personal rideshare services (individuals ride alone or with people they know) initially dominated the market, the popularity of pooled ridesharing (individuals share rides with strangers) has grown globally. However, pooled rideshare remains less common in the U.S., where personal vehicle usage is still the norm. Vehicle design and rideshare services may need to be tailored to user preferences to increase pooled rideshare adoption. A national U.S. survey ( N = 5,385) used exploratory and confirmatory factor analyses to identify four key factors influencing riders’ willingness to consider pooled rideshare: comfort/ease of use, convenience, vehicle technology/accessibility, and passenger safety. Understanding and implementing these user-centered design principles and service-related factors may be critical for increasing the future use of pooled rideshare services in the U.S.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"116 50","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138607267","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}
Pub Date : 2023-11-27DOI: 10.1177/21695067231216121
Jing Yuan, Xiaolu Bai, A. Alili, Ming Liu, Jing Feng, He Huang
Amputees’ preferences for prosthesis settings are critical not only for their psychological well-being but also for long-term adherence to device adoption and health. Although active lower-limb prostheses can provide enhanced functionality than passive devices, little is known about the mechanism of preferences for settings in active devices. Therefore, a think-aloud study was conducted on three amputees to unravel their preferences for a powered robotic knee prosthesis during user-guided auto-tuning. The inductive thematic analysis revealed that amputee patients were more likely to use their own passive device rather than the intact leg as the reference for the natural walking that they were looking for in the powered device. There were large individual differences in factors influencing naturalness. The mental optimization of preference decisions was mostly based on the noticeableness of the differences between knee profiles. The implications on future design and research in active prostheses were discussed.
{"title":"Finding a Natural Fit: A Thematic Analysis of Amputees’ Prosthesis Setting Preferences during User-Guided Auto-Tuning","authors":"Jing Yuan, Xiaolu Bai, A. Alili, Ming Liu, Jing Feng, He Huang","doi":"10.1177/21695067231216121","DOIUrl":"https://doi.org/10.1177/21695067231216121","url":null,"abstract":"Amputees’ preferences for prosthesis settings are critical not only for their psychological well-being but also for long-term adherence to device adoption and health. Although active lower-limb prostheses can provide enhanced functionality than passive devices, little is known about the mechanism of preferences for settings in active devices. Therefore, a think-aloud study was conducted on three amputees to unravel their preferences for a powered robotic knee prosthesis during user-guided auto-tuning. The inductive thematic analysis revealed that amputee patients were more likely to use their own passive device rather than the intact leg as the reference for the natural walking that they were looking for in the powered device. There were large individual differences in factors influencing naturalness. The mental optimization of preference decisions was mostly based on the noticeableness of the differences between knee profiles. The implications on future design and research in active prostheses were discussed.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"96 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139228054","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}
Pub Date : 2023-09-01DOI: 10.1177/21695067231192429
Mohamad El Iskandarani, Sara L. Riggs
The study of visual search has focused on various guiding factors, but less attention has been given to how environmental factors affect visual search in virtual reality (VR). The visual search literature has primarily been based on 2D laboratory tasks, which lack the complexity of real-life search tasks. Thus, this study studies the effect of time pressure on visual search in a naturalistic environment. To do that, participants were immersed in a virtual living room using VR and tasked with finding objects under a time constraint. Eye gaze data was collected, and convex hull volumes and scanning rates were calculated and analyzed. The results show that time pressure reduced convex hull volume and increased scanning rate, indicating faster search speed and a gaze tunneling effect. Understanding how time pressure affects visual search can help improve training strategies and design better user interfaces for visual search critical domains.
{"title":"The Effect of Time Pressure on Visual Search Eye Tracking Metrics in Virtual Reality","authors":"Mohamad El Iskandarani, Sara L. Riggs","doi":"10.1177/21695067231192429","DOIUrl":"https://doi.org/10.1177/21695067231192429","url":null,"abstract":"The study of visual search has focused on various guiding factors, but less attention has been given to how environmental factors affect visual search in virtual reality (VR). The visual search literature has primarily been based on 2D laboratory tasks, which lack the complexity of real-life search tasks. Thus, this study studies the effect of time pressure on visual search in a naturalistic environment. To do that, participants were immersed in a virtual living room using VR and tasked with finding objects under a time constraint. Eye gaze data was collected, and convex hull volumes and scanning rates were calculated and analyzed. The results show that time pressure reduced convex hull volume and increased scanning rate, indicating faster search speed and a gaze tunneling effect. Understanding how time pressure affects visual search can help improve training strategies and design better user interfaces for visual search critical domains.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"19 1","pages":"1525 - 1528"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139343408","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}
Pub Date : 2023-09-01DOI: 10.1177/21695067231192938
Jung Hyup Kim, Ching-Yun Yu, K. Seo, Fang Wang, Danielle Oprean
Augmented Reality (AR) technology offers the possibility of experiencing virtual images with physical objects and provides high-quality hands-on experiences in an engineering lab environment. However, students still need help navigating the educational content in AR environments due to a mismatch problem between computer-generated 3D images and actual physical objects. This limitation could significantly influence their learning processes and workload in AR learning. In addition, a lack of student awareness of their learning process in AR environments could negatively impact their performance improvement. To overcome those challenges, we introduced a virtual instructor in each AR module and asked a metacognitive question to improve students’ metacognitive skills. The results showed that student workload was significantly reduced when a virtual instructor guided students during AR learning. Also, there is a significant correlation between student learning performance and workload when they are overconfident. The outcome of this study will provide knowledge to improve the AR learning environment in higher education settings.
增强现实(AR)技术提供了用实物体验虚拟图像的可能性,并在工程实验室环境中提供了高质量的动手体验。然而,由于计算机生成的三维图像与实际物理对象之间存在不匹配问题,学生仍然需要帮助才能浏览 AR 环境中的教学内容。这一局限性可能会严重影响他们在 AR 学习中的学习过程和工作量。此外,学生对其在 AR 环境中的学习过程缺乏认识,也会对其学习成绩的提高产生负面影响。为了克服这些挑战,我们在每个 AR 模块中引入了一名虚拟教师,并提出了一个元认知问题,以提高学生的元认知能力。结果表明,在虚拟教师指导学生进行 AR 学习时,学生的工作量明显减少。此外,当学生过于自信时,他们的学习成绩和工作量之间也存在明显的相关性。这项研究的结果将为改善高等教育中的 AR 学习环境提供知识。
{"title":"The Effect of Virtual Instructor and Metacognition on Workload in a Location-Based Augmented Reality Learning Environment","authors":"Jung Hyup Kim, Ching-Yun Yu, K. Seo, Fang Wang, Danielle Oprean","doi":"10.1177/21695067231192938","DOIUrl":"https://doi.org/10.1177/21695067231192938","url":null,"abstract":"Augmented Reality (AR) technology offers the possibility of experiencing virtual images with physical objects and provides high-quality hands-on experiences in an engineering lab environment. However, students still need help navigating the educational content in AR environments due to a mismatch problem between computer-generated 3D images and actual physical objects. This limitation could significantly influence their learning processes and workload in AR learning. In addition, a lack of student awareness of their learning process in AR environments could negatively impact their performance improvement. To overcome those challenges, we introduced a virtual instructor in each AR module and asked a metacognitive question to improve students’ metacognitive skills. The results showed that student workload was significantly reduced when a virtual instructor guided students during AR learning. Also, there is a significant correlation between student learning performance and workload when they are overconfident. The outcome of this study will provide knowledge to improve the AR learning environment in higher education settings.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"48 1","pages":"1550 - 1555"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139344059","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}
Pub Date : 2023-09-01DOI: 10.1177/21695067231192926
Katelyn R. Schwieters, Bradley A. Drahos, Curtis M. Craig, William Kessler, Marshall Mabry, Jack E. Norfleet, Mark V. Mazzeo, Nichole L. Morris
Disrobing of a casualty on the battlefield is a key step in treatment to ensure injuries have been properly treated. Hesitancy to fully disrobe female patients may result in poorer treatment provided to female casualties. The goal of this study was to determine whether patient gender predicted the occurrence of complete or partial chest exposure and whether the type of undressing method predicted complete or partial exposure. Second, we sought to determine whether simulator gender, undressing method, and chest exposure predicted differences in the treatment of a gunshot wound (GSW) to the chest. Thirty-six soldiers treated GSW on male and female patient simulators. Complete chest exposures were more likely with male patients or when shears were used. For male patients, there were fewer errors, chest was exposed completely, and tearing methods were used. Results indicate opportunities to improve wound discovery and decrease GSW treatment errors, particularly for female patients.
{"title":"The Effect of Patient Gender and Undressing Method on Chest Exposure for the Treatment of a Gunshot Wound","authors":"Katelyn R. Schwieters, Bradley A. Drahos, Curtis M. Craig, William Kessler, Marshall Mabry, Jack E. Norfleet, Mark V. Mazzeo, Nichole L. Morris","doi":"10.1177/21695067231192926","DOIUrl":"https://doi.org/10.1177/21695067231192926","url":null,"abstract":"Disrobing of a casualty on the battlefield is a key step in treatment to ensure injuries have been properly treated. Hesitancy to fully disrobe female patients may result in poorer treatment provided to female casualties. The goal of this study was to determine whether patient gender predicted the occurrence of complete or partial chest exposure and whether the type of undressing method predicted complete or partial exposure. Second, we sought to determine whether simulator gender, undressing method, and chest exposure predicted differences in the treatment of a gunshot wound (GSW) to the chest. Thirty-six soldiers treated GSW on male and female patient simulators. Complete chest exposures were more likely with male patients or when shears were used. For male patients, there were fewer errors, chest was exposed completely, and tearing methods were used. Results indicate opportunities to improve wound discovery and decrease GSW treatment errors, particularly for female patients.","PeriodicalId":20673,"journal":{"name":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting","volume":"6 1","pages":"614 - 619"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139345232","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}