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Effect of Physical Ergonomics on VDT Workers' Health: A Longitudinal Intervention Field Study in a Service Organization 物理工效学对VDT工人健康的影响:服务机构的纵向干预实地研究
Pub Date : 1999-06-01 DOI: 10.1207/S153275901102_3
Antoinette Derjani Bayeh, Michael J. Smith
This article examines the effect of physical ergonomic work conditions on occupational health in video display terminal (VDT)-intensive work settings. A longitudinal intervention field study was conducted in a catalog retail service organization in the Midwest to explore the impact of ergonomic interventions. There were 3 levels of ergonomic interventions, each adding incrementally to the previous one. The 1st level was ergonomic training for all VDT users accompanied by workstation ergonomic analysis leading to specific customized adjustments (Group C). The 2nd level added specific workstation accessories supplied by Details, Inc. if the analysis indicated a need for them (Group B). The 3rd level added a Steelcase Criterion(tm) 453 Series chair (Group A). Health data were gathered from 80 volunteer participants by administering a survey before (baseline), 6 months after, and 12 months after interventions were put in place. The findings show that neck, back, and shoulders as well as wrists stand out in te...
本文研究了在视频显示终端(VDT)密集的工作环境中,物理人体工程学工作条件对职业健康的影响。本研究在美国中西部的一家目录零售服务机构进行纵向干预实地研究,以探讨人体工程学干预的影响。人体工程学干预有三个层次,每一个都是在前一个的基础上逐步增加的。第一级是对所有VDT用户进行人体工程学培训,并进行工作站人体工程学分析,从而进行特定的定制调整(C组)。第二级是添加Details, Inc.提供的特定工作站配件,如果分析表明需要它们(B组)。第三级是添加Steelcase Criterion(tm) 453系列椅子(a组)。健康数据收集自80名志愿者参与者,在(基线)之前,6个月后,干预措施实施12个月后。研究结果表明,脖子、背部、肩膀和手腕在…
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引用次数: 42
Psychological Mood State, Psychosocial Aspects of Work, and Musculoskeletal Discomfort in Intensive Video Display Terminal (VDT) Work 高强度视频显示终端(VDT)工作中的心理情绪状态、工作的社会心理方面和肌肉骨骼不适
Pub Date : 1999-06-01 DOI: 10.1207/S153275901102_2
F. Conway
The relation between psychological mood state, psychosocial aspects of work, and musculoskeletal discomfort was examined using a questionnaire survey of 505 office employees whose jobs required intensive use of video display terminals. Logistic and linear regression analyses demonstrated significant relations between the psychological mood state of stress and musculoskeletal discomfort. Linear regression analysis showed a significant relation between some psychosocial aspects of work and the psychological mood state of stress. The results suggest that an individual's psychological state and characteristics of jobs have important relations to musculoskeletal health. The cross-sectional study design precluded interpretation regarding the temporal nature of these relations.
通过对505名工作中需要大量使用视频显示终端的办公室员工进行问卷调查,研究了心理情绪状态、工作心理社会方面与肌肉骨骼不适之间的关系。逻辑回归和线性回归分析表明,压力的心理情绪状态与肌肉骨骼不适之间存在显著关系。线性回归分析显示,工作的某些社会心理方面与压力的心理情绪状态之间存在显著的关系。结果表明,个体的心理状态和工作特点与肌肉骨骼健康有着重要的关系。横断面研究设计排除了对这些关系的时间性质的解释。
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引用次数: 25
Toward the Task-Complete Development of Activity-Oriented User Interfaces 面向活动的用户界面的任务完成开发
Pub Date : 1999-06-01 DOI: 10.1207/S153275901102_5
C. Stary
Task-complete activity-oriented user interfaces require the processing of knowledge that is based on front-line tasks and user characteristics. This type of knowledge enables the support of end users along the flow of work they are part of. Task completeness requires a development process that allows developers to trace the analysis, design, and implementation for particular user interface solutions, starting out with a transparent model of work in a consistent and understandable way. The Task Analysis/Design/End User Systems (TADEUS) project has led to a development technique and an environment that meets both objectives. The key concepts of TADEUS are (a) the unifying, but semantically rich notation for the representation of the results from task analysis and design; and (b) the executable specification of user interfaces. A workflow-based interpreter implements the latter concept, enabling early feedback on task-based artifacts by end users. This way, the stringent TADEUS methodology together with the ...
任务完成的面向活动的用户界面需要处理基于一线任务和用户特征的知识。这种类型的知识能够支持终端用户参与的工作流程。任务完整性需要一个开发过程,允许开发人员跟踪特定用户界面解决方案的分析、设计和实现,以一致和可理解的方式从透明的工作模型开始。任务分析/设计/最终用户系统(TADEUS)项目导致了一种开发技术和一个满足这两个目标的环境。TADEUS的关键概念是(a)用于表示任务分析和设计结果的统一但语义丰富的符号;(b)用户界面的可执行规范。基于工作流的解释器实现了后一种概念,允许最终用户对基于任务的工件进行早期反馈。这样,严格的TADEUS方法与…
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引用次数: 7
Evaluating the Layout of Graphical User Interface Screens: Validation of a Numerical Computerized Model 评估图形用户界面屏幕的布局:数值计算机模型的验证
Pub Date : 1998-12-01 DOI: 10.1207/s15327590ijhc1004_3
A. Parush, Ronen Nadir, A. Shtub
We developed a numerical model for evaluation of graphical user interface (GUI) screens. The model consists of design guidelines concerning screen factors--element size, local density, alignment, and grouping--and produces a complexity score for a given screen. The complexity predictions of the model were examined in a fully factorial experimental design in which GUI screens with all combinations of factors were shown to human users. We measured participants' search times for given elements on all screens, and participants rated their pair-wise preferences of those screens. Overall, very well designed screens resulted in shorter search times and high subjective preference. The combination of poor alignment and poor local density had the strongest adverse effect on search time. Alignment and grouping were found to have more influence on subjective preference. Weights derived from the subjective judgments were introduced into the model and a significant correlation was found between model predictions and se...
我们开发了一个评估图形用户界面(GUI)屏幕的数值模型。该模型包含有关屏幕因素的设计准则——元素大小、局部密度、对齐和分组——并为给定的屏幕生成复杂性评分。模型的复杂性预测在全因子实验设计中进行了检查,其中GUI屏幕与所有因素组合显示给人类用户。我们测量了参与者在所有屏幕上对给定元素的搜索时间,参与者对这些屏幕的配对偏好进行了评分。总体而言,设计良好的屏幕可以缩短搜索时间,提高主观偏好。差对准和低局部密度对搜索时间的不利影响最大。一致性和分组对主观偏好的影响更大。在模型中引入主观判断的权重,发现模型预测结果与实际情况之间存在显著的相关性。
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引用次数: 49
Employing Queuing and Modeling in Intelligent Multimedia User Interfaces 排队与建模在智能多媒体用户界面中的应用
Pub Date : 1998-12-01 DOI: 10.1207/s15327590ijhc1004_1
Charalampos Karagiannidis, A. Koumpis, C. Stephanidis, A. Georgiou
This article investigates the application of queuing modeling in intelligent multimedia user interfaces (IMUIs). We propose that queuing modeling constitutes an effective means for providing at runtime, assessment information concerning user-computer interaction (UCI) and can thus contribute to runtime adaptation. We present specific queuing systems that model the load posed to the user's sensory channels in IMUIs under different assumptions, and indicative (media-and-modalities allocation) adaptation policies that build on this modeling are exemplified. This article also outlines the implementation of an assessment software module that uses the proposed queuing modeling framework and its subsequent integration into an existing IMUI (in which it is used for the assignment of information to output modalities); both activities were undertaken to practically demonstrate that queuing modeling can be effectively used in IMUIs.
本文研究了排队建模在智能多媒体用户界面(imui)中的应用。我们提出,排队建模是一种有效的方法,可以在运行时提供有关用户-计算机交互(UCI)的评估信息,从而有助于运行时适应。我们提出了特定的排队系统,该系统在不同假设下对imui中用户感官通道的负载进行建模,并举例说明了建立在该建模基础上的指示性(媒体和模式分配)适应策略。本文还概述了评估软件模块的实现,该模块使用拟议的排队建模框架及其随后集成到现有的IMUI中(其中用于将信息分配给输出模式);这两项活动都是为了实际证明排队建模可以有效地用于imui。
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引用次数: 3
A Taxonomy of Error Types for Failure Analysis and Risk Assessment 故障分析和风险评估中的错误类型分类
Pub Date : 1998-12-01 DOI: 10.1207/s15327590ijhc1004_5
A. Sutcliffe, G. Rugg
We describe a taxonomy of error types that builds on work by Reason (1990) and Hollnagel (1993). The taxonomy uses a faceted schema subdivided into layers. Each layer targets a particular analysis task, and a method is proposed leading the assessor through sets of error types at different levels (e.g. cognitive, social, organizational). This allows the causes of failure to be attributed to one or more error types. The method is illustrated with two case studies of diverse failures. The utility of taxonomy analysis in understanding the reasons for failure and risk assessment is discussed.
我们在Reason(1990)和Hollnagel(1993)的工作基础上描述了错误类型的分类。分类法使用细分为层的分面模式。每一层针对一个特定的分析任务,并提出一种方法来引导评估者通过不同层次(例如认知、社会、组织)的错误类型集。这允许将失败的原因归因于一种或多种错误类型。通过两个不同故障的案例分析说明了该方法。讨论了分类分析在了解故障原因和风险评估中的应用。
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引用次数: 53
Heavy Users of Electronic Mail 电子邮件的重度使用者
Pub Date : 1998-12-01 DOI: 10.1207/s15327590ijhc1004_4
Ann Lantz
A field study was conducted using a questionnaire and interviews concerning how electronic mail (E-mail) is used as a work tool for communication. The questionnaire, distributed electronically with ...
通过问卷调查和访谈,进行了一项关于如何使用电子邮件(E-mail)作为沟通工作工具的实地研究。问卷以电子方式随…
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引用次数: 34
The Integration of Speech and Camera Control in Message Transfer TV Conferencing 消息传递电视会议中语音与摄像控制的集成
Pub Date : 1998-12-01 DOI: 10.1207/s15327590ijhc1004_2
Rui Zhang, H. Tamura, Y. Shibuya
In this study, we examined participants' integration of speech and camera control during message-transfer television conferencing. We obtained participants' free use of speech and camera-control modality when they transmitted 3 types of objects--formed text (FT), mathematical expression (ME), and electronic circuit (EC)-each ranging in size from 1 to 7 elements. Modality use was classified into main-modality use and auxiliary-modality use. Five integration models were proposed based on main-auxiliary combinations. Results indicated that (a) speech was used more frequently for transmitting ME objects, and camera control was used more often for FT and EC objects; (b) speech was gradually replaced by camera control as size increased; (c) when camera control was chosen as main modality, speech was usually also used, as auxiliary modality; and (d) compared to beginners, experienced participants used more speech. A postsession questionnaire was conducted to collect participants' assessment of the correctness, s...
在这项研究中,我们考察了参与者在信息传递电视会议中语音和镜头控制的整合。当参与者传输3种类型的对象时,我们获得了他们自由使用语音和相机控制模式的情况——形成文本(FT)、数学表达式(ME)和电子电路(EC),每种类型的大小从1到7个元素不等。情态使用分为主情态使用和辅助情态使用。提出了基于主辅组合的5种集成模型。结果表明:(a)语音用于传输ME对象的频率更高,相机控制用于传输FT和EC对象的频率更高;(b)随着尺寸的增大,语音逐渐被摄像控制所取代;(c)当选择摄像机控制作为主要情态时,通常也会使用语音作为辅助情态;(d)与初学者相比,有经验的参与者使用更多的语言。会议结束后进行问卷调查,以收集参与者对其正确性的评估。
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引用次数: 1
Virtual Chess: Meaning Enhances Users' Sense of Presence in Virtual Environments 虚拟象棋:意义增强用户在虚拟环境中的存在感
Pub Date : 1998-09-01 DOI: 10.1207/s15327590ijhc1003_3
H. Hoffman, Jerrold Prothero, M. Wells, J. Groen
A mooring anchor made up of a solid, heavy, cylindrical body from which extend rigid upper and lower cross arms that have flukes at the outer ends. The cross arms are spaced at ninety degree intervals around the circumference of the body. The upper cross arm is located appreciably higher on the body than is the lower cross arm. An eye affords a convenient means of attaching a chain or cable. This anchor is intended to provide a good means of anchoring buoys to bottoms that are either of sand or mud. It has no moving parts.
锚一种系泊锚,由一个坚固的、沉重的圆柱形体组成,从其上伸出刚性的上下交叉臂,其外端有吸片交叉的手臂以90度的间隔环绕身体的周长。上横臂在身体上的位置明显高于下横臂。眼提供了一种方便的连接链条或电缆的方式。这种锚的目的是提供一种很好的方法,将浮标锚定在沙或泥的底部。它没有活动部件。
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引用次数: 91
A Review of Intelligent Human-Machine Interfaces in the Light of the ARCH Model 基于ARCH模型的智能人机界面研究综述
Pub Date : 1998-09-01 DOI: 10.1207/s15327590ijhc1003_1
C. Kolski, E. L. Strugeon
An important field of current research is that of the design and implementation of intelligent human-machine interfaces (HMIs). This article reviews a number of concepts concerning intelligent interfaces, taking as its starting point the well-known ARCH model of HMI, with particular concern for the ability of such interfaces to be flexible, adaptive, tolerant of human error, and supportive both of human operators and intelligent agents.
智能人机界面(hmi)的设计与实现是当前研究的一个重要领域。本文回顾了一些关于智能接口的概念,以著名的人机界面ARCH模型为出发点,特别关注这种接口的灵活性、适应性、对人为错误的容忍度以及对人类操作员和智能代理的支持能力。
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引用次数: 37
期刊
Int. J. Hum. Comput. Interact.
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