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Promoting Occupational Safety, Health, and Well-Being in SME Manufacturing Companies 促进中小企业制造企业的职业安全、健康和福利
Pub Date : 2022-01-01 DOI: 10.54941/ahfe1002645
Susanna Mattila, Sari Tappura, Elli Karttunen
Small and medium-sized enterprises (SMEs) play a significant role in the EU economy and account for a large number of employment opportunities. Improvements in the working conditions and well-being of employees in SMEs are crucial for the development of businesses, societies, and workers. This study investigated and developed the safety, health, and well-being (SHW) of employees in SME manufacturing companies. The proposed company-specific development process involved four companies and consisted of an e-survey, interviews, and a workshop. Both employers and employee representatives participated in the process. The process revealed a good working community and support received from others as resources in the studied companies. The factors needing development were found to be work posture and movement, workplace thermal environment, communication, haste, orderliness, and tidiness. This study provides knowledge about SHW risks, resources, and development measures in manufacturing SMEs.
中小企业在欧盟经济中发挥着重要作用,提供了大量的就业机会。改善中小企业员工的工作条件和福利对企业、社会和工人的发展至关重要。本研究旨在调查并发展中小企业制造企业员工的安全、健康与幸福感。提议的特定于公司的开发过程涉及四家公司,由电子调查、访谈和研讨会组成。雇主和雇员代表都参与了这个过程。这个过程表明,在被研究的公司中,有一个良好的工作社区和来自他人的支持作为资源。需要发展的因素是工作姿势和运动、工作场所热环境、沟通、匆忙、有序和整洁。本研究提供了制造业中小企业的SHW风险、资源和发展措施方面的知识。
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引用次数: 0
Revitalizing The National Folk Play: The Tiger Hunting Folk Play 振兴民族民间戏剧:猎虎民间戏剧
Pub Date : 2022-01-01 DOI: 10.54941/ahfe1002046
Sarawuth Pintong
“Kratua Thaeng Suea” is a story of hunting the tigers that trespass into town. It is a Thai traditional folk play which has been passed down from generation to generation for more than 200 years. However, this folk play is rapidly fading away from the Thai society due to the change of aesthetic preference which caused its unpopularity. Nowadays, there are only two troupes left in Bangkok which recently one of them decided to discontinue their show because of COVID-19 situation. How to preserve this intangible cultural heritage and combine it with modern aesthetics for transmission is an urgent issue. This study combines literature research and field trip methods in order to identify some of the problems faced in the dissemination of it. The research results show that, in order to renew this folk play that complement the new aesthetic preference, all related elements of this play such as its story, costumes, music, and performance need to be modernized. The new play will combine “Street Culture” such as street art, street fashion, street music, and street performance into the play with a new storyline which is twisted from the story of a tiger hunter to be rescuing the tigers instead. All of this could draw some attention from the society and thus achieve the goal of sustainable inheritance and preservation of this folk play. The new concept of “Kratua Thaeng Suea” is the combination between the old and the new which does not only reflect the beauty of cultural dynamic or build up the sense of ecological awareness in the form of “Soft Power”, but also provides a “Cultural Revitalizing model” which could be an alternative model to inherit the culture.
“Kratua Thaeng Suea”是一个捕猎闯入城镇的老虎的故事。这是一种泰国传统的民间戏剧,已经代代相传了200多年。然而,由于审美偏好的变化,这种民间戏剧正在迅速淡出泰国社会,这导致了它的不受欢迎。目前,曼谷只剩下两个剧团,其中一个剧团最近因新冠疫情决定停止演出。如何保护这一非物质文化遗产,并将其与现代美学相结合进行传承,是一个亟待解决的问题。本研究将文献研究法与实地考察法相结合,以找出其传播所面临的一些问题。研究结果表明,为了更新这一与新的审美偏好相辅相成的民间戏剧,需要对这一戏剧的故事、服装、音乐、表演等相关元素进行现代化改造。新剧将把街头艺术、街头时尚、街头音乐、街头表演等“街头文化”融合在一起,并将从“老虎猎人”的故事转变为“拯救老虎”的故事情节。这些都可以引起社会的关注,从而达到可持续传承和保护这一民间戏剧的目的。“绿城”的新概念是新旧的结合,既体现了文化活力之美,又以“软实力”的形式树立了生态意识,而且提供了一种“文化振兴模式”,可以作为文化传承的替代模式。
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引用次数: 0
Open Innovation and Prospective Ergonomics for Smart Clothes 智能服装的开放式创新和前瞻性人体工程学
Pub Date : 2014-07-19 DOI: 10.54941/ahfe1001350
C. Tijus, J. Barcenilla, M. Rougeaux, F. Jouen
In this paper, we introduce our theoretical approach of Prospective Cognitive Ergonomics, our methodology and the results obtained through Homo Textilus, a project for designing what might be Smart Clothes, the future of interactions between people and their digital clothes. For collecting data, we used different kinds of inquiries (questionnaires, short interviews, brainstorming) resulting in more than 300 proposals about digital clothes involving many kinds of functions (ranging from textile properties to garments made of electronic parts such as sensors and actuators). We emphasize more precisely how counterfactual based reasoning may be a powerful tool to elicit responses about future objects by making people envisage alternative worlds by using, for instance, the “WHAT IF NOT” (WIN) method of creativity for innovation. Indeed, counterfactual reasoning plays an important role in predicting, planning and decision making and this kind of reasoning can be seen, at the same time, as a simulation mechanism (what could / would happen if…) and a computing mechanism (what I have to do to make it possible…). Finally, we demonstrate how the “WHAT IF NOT” method of creativity can be applied to objects, functions, procedures, and objects states to elicit new ideas about future things.
在本文中,我们介绍了我们的前瞻性认知人体工程学的理论方法,我们的方法和通过Homo Textilus获得的结果,这是一个设计智能衣服的项目,未来人与他们的数字衣服之间的互动。为了收集数据,我们使用了不同类型的调查(问卷调查,简短访谈,头脑风暴),结果产生了300多个关于数字服装的建议,涉及多种功能(从纺织品性能到由传感器和执行器等电子部件制成的服装)。我们更准确地强调,基于反事实的推理如何成为一种强大的工具,通过使用例如“如果不”(WIN)的创新创造力方法,使人们设想另一个世界,从而引发对未来物体的反应。事实上,反事实推理在预测、计划和决策中起着重要作用,这种推理同时可以被看作是一种模拟机制(如果……可能/会发生什么)和一种计算机制(我必须做什么才能使它成为可能……)。最后,我们演示了如何将“WHAT IF NOT”的创造性方法应用于对象、功能、过程和对象状态,以引出关于未来事物的新想法。
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引用次数: 5
A Multi-Criteria and Multi-Actor Perspective for the Evaluation of Sustainability Services 可持续性服务评价的多标准、多主体视角
Pub Date : 2014-07-19 DOI: 10.54941/ahfe100299
K. Hyytinen, F. Gallouj, M. Toivonen
The purpose of this paper is to study the challenge of the evaluation in the context of the services. Because of their specific nature the traditional evaluation methods and measures are not able to capture neither the diversity of the innovations nor the multifaceted dimensions of performance. This paper aims to contribute to the need for a more diverse evaluation approach. We focus on the context of service innovation in the environmental sector, in which we develop further multi-criteria and multi-actor perspectives. The multi-criteria framework describes the impacts of sustainability services and the multi-actor framework aims at analyzing the impacts from the perspective of various actors involved. Thus, our study provides a two dimensional approach to assess the impacts of services. The focus is on understanding the dynamics of service creation in the environmental sector, and on using new evaluation methods and indicators in that sector.
本文的目的是研究服务环境下评估的挑战。由于其特殊性,传统的评价方法和措施既不能反映创新的多样性,也不能反映业绩的多面性。本文旨在促进对更多样化的评估方法的需求。我们专注于环境领域服务创新的背景,在这一背景下,我们进一步发展了多标准和多参与者的视角。多准则框架描述可持续性服务的影响,多行动者框架旨在从涉及的各个行动者的角度分析影响。因此,我们的研究提供了一个二维的方法来评估服务的影响。重点是了解环境部门服务创造的动态,以及在该部门使用新的评价方法和指标。
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引用次数: 3
Time Study and Design 时间研究与设计
Pub Date : 2006-07-27 DOI: 10.1201/9781420009743.CH3
W. Karwowski, G. Bedny
This paper describes new basic principles that underline the successful application of time study in ergonomics. The main purpose of time study is estimation of time required to perform a task. Often, time for task performance is based upon actual performance studies in which measurement are taken. Time not only reflects the duration of human performance and the distinguishing features of external behavior but also specifies internal cognitive processes. The time study becomes particularly important in those professions that have time restrictions. The presented material can be used not only for studying human productivity and effectiveness of human performance but also in ergonomic design.
本文介绍了新的基本原理,强调了时间研究在人体工程学中的成功应用。时间研究的主要目的是估计完成一项任务所需的时间。通常,任务执行的时间是基于实际的绩效研究,并在其中进行测量。时间不仅反映了人类行为的持续时间和外在行为的显著特征,而且还规定了内在的认知过程。在那些有时间限制的职业中,时间研究变得尤为重要。所提出的材料不仅可以用于研究人类生产力和人类行为的有效性,而且可以用于人体工程学设计。
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引用次数: 0
Ergonomics’ Valorization through the Systemic Design – Innovation for an Active Society 通过系统设计实现人体工程学的价值增值——活跃社会的创新
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001319
Rosângela Míriam Lemos Oliveira Mendonçaab
Ergonomics is a discipline concerned with human well being and in making resources adequate to human activities. Nevertheless we witness that the pressure of the market, regarding economy of time and resources make activities that involve optimization, such as ergonomic planning, design and evaluation, be penalized by the cuts performed by the industry. On the other hand, customers do not make a firm demand for ergonomic qualities which are not easily recognizable and can be complex to be designed and evaluated. Therefore the resource to protect human well-being regarding the resources available for them to develop their activities exists but is not well known or even recognized.This work proposes the valorization of Ergonomic activities by means of joining forces with the Systemic Design methodology in the development of strategies for increasing the awareness of customers. It also presents an instrument, the model of Systemic Network of Integral Endeavors, to be used to create strong network of businesses that are fully sustainable and that understand the importance of the respect for the customer.
人体工程学是一门关注人类福祉和使资源适合人类活动的学科。然而,我们看到市场的压力,在时间和资源的经济方面,使涉及优化的活动,如人体工程学规划、设计和评估,受到行业削减的惩罚。另一方面,客户对不容易识别、设计和评估可能很复杂的符合人体工程学的品质没有明确的要求。因此,保护人类福祉的资源,即可供人类发展其活动的资源,是存在的,但并不为人所熟知,甚至没有得到承认。这项工作提出了人体工程学活动的价值,通过在提高客户意识的战略发展中加入系统设计方法的力量。它还提出了一种工具,即整合努力的系统网络模型,用于创建完全可持续的强大业务网络,并理解尊重客户的重要性。
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引用次数: 0
Predicting Factors Influencing Online Gaming Towards Effective Decision Making among Filipinos: A Structural Equation Modeling Approach 预测网络游戏对菲律宾人有效决策的影响因素:结构方程建模方法
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003931
Bianca Mercy Cinco, Crissen Ann Ico, Franz Jmarc Tabafunda, Kyla Louise Uy, Y. Kurata
Online gaming is a popular pastime for people of all ages, with most players using their mobile devices or going online to play with their game consoles. It has been a prospering industry in the Philippines, especially since the beginning of the COVID-19 pandemic. The study aims to identify how online gaming influences Filipino gamers' effective decision-making, incorporating the Theory of Planned Behavior and Behavioral Decision Theory utilizing the structural equation modeling approach. A self-administered survey was conducted in the study and identified variables such as Cognitive Flexibility, Personality, Online Game Strategies, Certainty, Uncertainty, Subjective Norms, Behavioral Intention, and Attitude as significant factors affecting the perceived decision-making among Filipino online game players. Findings may serve as input to gaming developers in software and game development. This paper is the first study to analyze the factors affecting effective decision-making among Filipino online game players.
网络游戏是所有年龄段的人都喜欢的消遣方式,大多数玩家使用他们的移动设备或上网玩他们的游戏机。在菲律宾,这是一个繁荣的行业,特别是自2019冠状病毒病大流行开始以来。本研究结合计划行为理论和行为决策理论,运用结构方程建模方法,探讨网络游戏如何影响菲律宾玩家的有效决策。本研究以菲律宾网游玩家为研究对象,通过问卷调查,发现认知弹性、个性、网游策略、确定性、不确定性、主观规范、行为意向和态度等变量是影响菲律宾网游玩家感知决策的重要因素。这些发现可以作为软件和游戏开发人员的输入。本文首次对影响菲律宾网络游戏玩家有效决策的因素进行了研究。
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引用次数: 0
Promoting Physical Activity for Elderly People with Immersive Virtual Reality (IVR) 利用沉浸式虚拟实境(IVR)促进长者的身体活动
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001682
J. Dinet, R. Nouchi
Physical and social activities should be included in an efficient e-coaching for older adults and immersive virtual reality (IVR) is efficient if behavioral changes are transferred to the real physical world. In an experiment con-ducted with 42 older adults (63-85 years-old), participants were asked to interact with a specific immersive virtual reality (IVR) daily for 4 months in their homes, at least 15 minutes per day. Results demonstrate several positive impacts related to the use of the IVR (decrease of weight, decrease of waist circumference, number of steps outside) even if the time spent to use this IVR system decreases. So the transfer from the IVR to the real world is very encouraging.
体育和社会活动应该包括在老年人的有效的电子教练和沉浸式虚拟现实(IVR)是有效的,如果行为变化转移到真实的物理世界。在一项对42名老年人(63-85岁)进行的实验中,参与者被要求在他们的家中每天与一个特定的沉浸式虚拟现实(IVR)互动,持续4个月,每天至少15分钟。结果表明,即使使用IVR系统的时间减少了,使用IVR也会产生一些积极的影响(体重减轻、腰围减少、外出步数减少)。所以从IVR到现实世界的转变是非常令人鼓舞的。
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引用次数: 1
The importance of design and digital media for the promotion and sustainability of cultural and religious tourism 设计和数字媒体对文化和宗教旅游的推广和可持续性的重要性
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002047
Nuno Martins, Sergio Dominique Ferreira, Rita Perdiz, Susana Barreto, Cláudia Lima, E. Penedos-Santiago
Information and Communication Technologies (ICT) and applications (apps) for tourists are key tools for sustainability of World Cultural Heritage Sites (WCHS). Their integration into tourism marketing strategies poses challenges regarding the satisfaction of the expectations of the target stakeholders. This paper adopts an exploratory approach, to understand the relation between cultural tourism and ICT and how digital technologies must be considered in the context of creating more sustainable, accessible destinations with innovative experiences that promote cultural heritage. The results reveal that ICT are essential tools for tourists and positively influence tourists’ final perception of the travel experience. The development of mobile applications must consider the expectations of senior tourists, who constitute a relevant generation for cultural tourism and are of special interest for the sustainability of WCHS.
面向游客的信息通信技术(ICT)和应用程序(app)是世界文化遗产地可持续发展的关键工具。它们与旅游营销策略的整合对满足目标利益相关者的期望提出了挑战。本文采用探索性的方法来理解文化旅游与信息通信技术之间的关系,以及在创造更具可持续性、可达性的目的地并提供促进文化遗产的创新体验的背景下,必须如何考虑数字技术。结果表明,信息通信技术是游客必不可少的工具,并对游客对旅游体验的最终感知产生积极影响。移动应用程序的开发必须考虑老年游客的期望,他们是文化旅游的相关一代,对WCHS的可持续性特别感兴趣。
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引用次数: 0
Playful Public Design by Children 儿童有趣的公共设计
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002044
Kin Wai Michael Siu, Kwok Yin Angelina Lo, Yi Lin Wong, Chi Hang Lo
The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.
郊野公园内的公共空间及设施的设计,旨在为有不同需要及兴趣的人士提供服务。对人为因素的研究应包括不同年龄和能力的用户。在公共设计中,儿童往往是一个被遗忘的收集观点和偏好的用户类别。他们的声音和想法很少被听到和关注。在设计过程中让孩子们参与进来,以优化乡村公园的户外娱乐和教育体验,这一点至关重要。儿童公共设计是一个设计研究项目,涉及1023名3至18岁的儿童。指导他们运用人因学(或人体工程学)的方法,在香港城门郊野公园的现实环境中发现和解决问题。该设计研究从2019年持续到2020年,由一所大学的公共设计实验室和一组面向儿童和青少年的艺术和设计工作室共同构思和领导。本文报告了一项关于儿童对郊野公园的看法、观察和关注的调查,以及这些关注背后的价值观。不同的阶段让孩子们参与到场地研究和基于视觉的设计项目中。为了更清晰和更深入的讨论,本文特别关注8 -12岁的儿童。这些项目让孩子们参与观察当前公园的不足之处,如空间和设施设计。研究结果表明,当孩子们扮演研究者、设计师和变革者的角色时,他们能够在不同的设计情境中接受复杂性。在他们提出的设计理念中,共同的解决问题的策略反映了他们对共享户外环境中不同用户(包括动物)的乐趣、成就感、冒险、行动和和谐的关注。他们提出的设计方案超越了现有的仅涵盖功能和物理方面的公园设计。儿童的视角解决了其他人为因素,如不同用户的心理、情感和社会需求,从而产生了一系列异想天开的设计,如动物造型的凉亭、树屋和观景台,用于观星、观鸟、做白日梦和安静阅读。研究项目的意义在于在教学实践中揭示了儿童作为贡献公民的内在创造力、设计能力和潜力。该项目改变了城市儿童对自然、设计和问题解决策略的感知,以及家长对儿童创造性发展中的设计教育的感知。通过儿童的视角,设计师可以找到一个更全面的视角,包括不同的人为因素,从而优化用户与郊野公园环境的互动。
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引用次数: 0
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AHFE International
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