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The effects of information and action automation on the complacency phenomenon 信息和行动自动化对自满现象的影响
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335098
E. Avril, J. Navarro, J. Cegarra
Automated systems are becoming increasingly prevalent in our societies. Several authors have identified the existence of the complacency phenomenon in supervision tasks, which imply automation execution or industrial computer support. The purpose of this study was to investigate failures of cooperation between human operator and automation. In this paper, we focused on the complacency as a low degree of suspicion towards the proposals of automation, leading to a monitoring deterioration. The main objective was to compare two types of automation, action automation vs information automation, in complacency. We recruited 96 participants to complete three tasks from the Multi-Attribute Task Battery. We found an effect of two types of automation on performance. Detection rate and reaction time were better when failures were reported by information automation than when it was not reported. Eye movements data showed that the automated task was less monitored when the reliability of information was high. We did not find an effect of reliability on NASA TLX score. Finally, we found that information automation can lead to complacency phenomenon.
自动化系统在我们的社会中变得越来越普遍。几位作者已经确定了在监督任务中存在的自满现象,这意味着自动化执行或工业计算机支持。本研究的目的是调查人类操作员与自动化之间的合作失败。在本文中,我们关注自满作为对自动化建议的低程度怀疑,导致监测恶化。主要目的是比较两种类型的自动化,行动自动化和信息自动化,在自满。我们招募了96名参与者来完成多属性任务组中的三个任务。我们发现了两种类型的自动化对性能的影响。当信息自动化报告故障时,检出率和反应时间优于不报告故障时。眼动数据显示,当信息的可靠性较高时,自动任务受到的监控较少。我们没有发现可靠性对NASA TLX评分的影响。最后,我们发现信息自动化会导致自满现象。
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引用次数: 0
A Virtual Reality Training Tool to Improve Weight-Related Communication Across Healthcare Settings 一种虚拟现实培训工具,可改善医疗保健设置中与体重相关的沟通
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335121
F. Quigley, A. Moorhead, R. Bond, Huiru Zheng, T. McAloon
Overweight and obesity is a global health problem and the related challenges are complex and difficult to address. Healthcare professionals working across different settings have opportunities to engage in weight-related discussions, but often there are perceived barriers to communication. Training in this area provides healthcare professionals with little opportunity for skills-based communication practice because the training is mostly limited to the medical impacts of overweight and obesity. A virtual reality (VR) training tool could offer the opportunity to learn and practice sensitive communication skills in a safe and practical way. This paper describes the research methodology that will be used to develop and test the feasibility of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings. The study design will use a mixed method approach over 4 phases; (1) Systematic literature review (2) Design and development of the VR training tool (3) Usability testing and (4) A Feasibility study of the VR training tool. A Twitter chat will be used to gather feedback from the public and semi-structured interviews with healthcare professionals will inform the design of the VR tool. The anticipated outcome of this PhD is the development and feasibility testing of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings.
超重和肥胖是一个全球性的健康问题,相关的挑战既复杂又难以解决。在不同环境下工作的医疗保健专业人员有机会参与与体重相关的讨论,但通常存在沟通障碍。这方面的培训为医疗保健专业人员提供了很少的机会进行基于技能的沟通实践,因为培训主要限于超重和肥胖的医疗影响。虚拟现实(VR)培训工具可以以安全和实用的方式提供学习和练习敏感沟通技巧的机会。本文描述了研究方法,该方法将用于开发和测试VR培训工具的可行性,以改善与医疗保健环境中超重和肥胖患者的体重相关沟通。研究设计将采用混合方法,分4个阶段进行;(1)系统的文献综述(2)VR培训工具的设计与开发(3)可用性测试(4)VR培训工具的可行性研究。Twitter聊天将用于收集公众反馈,与医疗保健专业人员的半结构化访谈将为VR工具的设计提供信息。该博士学位的预期结果是开发和可行性测试虚拟现实培训工具,以改善与医疗机构中超重和肥胖患者的体重相关沟通。
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引用次数: 2
Visualization of Complex Situations to Strengthen Human-Automation Collaboration 复杂情况的可视化以加强人-自动化协作
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335120
E. Zohrevandi
Automation in today's world has helped human operators accomplish several tasks in limited time. Therefore, humans’ role in automated environments are shifting from operational tasks to supervisory tasks. In complex environments such as air traffic control, supervisory tasks become difficult to manage during unforeseen situations as the controller needs to have a clear understanding of different operational levels in the system and make decisions about them in a limited amount of time. For the operators working with highly complex information-rich automated systems, an improper way of presenting the information would waste operator's cognitive resources resulting in inefficient decision making and increase in risk of failure. In this research proposal goals and plans are described for doing research on design and visualization of information specifically applied to high-stake automated environments. The research project initially addresses the problem in the domain of air traffic control. The contribution of the project to the field so far has been design and development of an interactive tool, which visualizes the information about conflict solution space to facilitate decision making process. The research project is planned to be completed over the course of a four-year PhD studies.
当今世界的自动化帮助人类操作员在有限的时间内完成多项任务。因此,人类在自动化环境中的角色正在从操作任务转变为监督任务。在复杂的环境中,如空中交通管制,在不可预见的情况下,监管任务变得难以管理,因为管制员需要清楚地了解系统中的不同操作级别,并在有限的时间内对它们做出决策。对于操作高度复杂、信息丰富的自动化系统,不恰当的信息呈现方式会浪费操作人员的认知资源,导致决策效率低下,增加故障风险。在这个研究计划的目标和计划描述了做设计和可视化的信息研究,特别是应用于高风险的自动化环境。该研究项目初步解决了空中交通管制领域的问题。迄今为止,该项目对该领域的贡献是设计和开发了一种交互式工具,使有关冲突解决空间的信息可视化,以促进决策过程。该研究项目计划在四年的博士研究过程中完成。
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引用次数: 1
Toward emotional recognition during HCI using marker-based automated video tracking 使用基于标记的自动视频跟踪在HCI中进行情感识别
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335103
Ulrik Söderström, Songyu Li, Harry L. Claxton, Daisy C. Holmes, Thomas T. Ranji, Carlos P. Santos, Carina E. I. Westling, H. Witchel
Postural movement of a seated person, as determined by lateral aspect video analysis, can be used to estimate learning-relevant emotions. In this article the motion of a person interacting with a computer is automatically extracted from a video by detecting the position of motion-tracking markers on the person’s body. The detection is done by detecting candidate areas for marker with a Convolutional Neural Network and the correct candidate areas are found by template matching. Several markers are detected in more than 99 % of the video frames while one is detected in only ≈ 80,2 % of the frames. The template matching can also detect the correct template in ≈ 80 of the frames. This means that almost always when the correct candidates are extracted, the template matching is successful. Suggestions for how the performance can be improved are given along with possible use of the marker positions for estimating sagittal plane motion.
一个坐着的人的姿势运动,由侧面视频分析确定,可以用来估计学习相关的情绪。在本文中,通过检测人的身体上的运动跟踪标记的位置,自动从视频中提取人与计算机交互的运动。利用卷积神经网络检测标记的候选区域,通过模板匹配找到正确的候选区域。多个标记在超过99%的视频帧中被检测到,而一个标记仅在约802%的帧中被检测到。模板匹配还可以在约80帧中检测到正确的模板。这意味着当提取出正确的候选项时,模板匹配几乎总是成功的。关于如何改进性能的建议,以及可能使用标记位置来估计矢状面运动。
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引用次数: 0
Towards Designing Mobile Applications for Distributed Cooperative Environments Based on Enhanced Task Analysis 基于增强任务分析的分布式协作环境下移动应用设计
Pub Date : 2019-09-10 DOI: 10.1145/3335082.3335113
Bertram Wortelen, A. Lüdtke, Marie-Christin Harre, Noelle Rousselle
In many control centre systems several operators have to work together and divide information to be monitored in order to handle the complexity and high amount of information. In certain situations, it becomes essential for operators to work together and exchange information in order to obtain a common situation picture. This applies in particular to the communication between control room operators and field operators. Both operators work with different devices on which relevant information is displayed. The visual representation of information on the HMI (Human Machine Interface) is often optimally adapted to the tasks. However, this adaptation does not take into account how well the HMI supports communication between operators. Often a good adaptation of the HMI to the tasks of different operators can be at the expense of the communication adequacy. The current state of the art offers different methods to optimize an HMI design to good task support. However, there are no approaches that include the ability to communicate and achieve a proper trade-off between task suitability and communication adequacy. The following paper presents an approach that provides heuristic support for the trade-off between good adaptation to the task and suitability for communication between distant operators based on enhanced task analysis.
在许多控制中心系统中,为了处理复杂和大量的信息,必须由多个操作人员协同工作并分割待监控信息。在某些情况下,为了获得共同的情况图像,操作员必须协同工作并交换信息。这尤其适用于控制室操作员和现场操作员之间的通信。两个操作人员使用不同的设备,在这些设备上显示相关信息。HMI(人机界面)上信息的可视化表示通常最适合于任务。然而,这种适应并没有考虑到HMI如何很好地支持操作员之间的通信。通常,为了使人机界面适应不同操作人员的任务,可能会牺牲通信的充分性。目前的技术水平提供了不同的方法来优化HMI设计以获得良好的任务支持。然而,没有一种方法能够包括沟通能力,并在任务适用性和沟通充分性之间实现适当的权衡。下面的论文提出了一种方法,该方法基于增强的任务分析,为良好的任务适应性和远程操作员之间的通信适用性之间的权衡提供启发式支持。
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引用次数: 0
Ergonomics of dependable and of safety critical systems 可靠和安全关键系统的人体工程学
Pub Date : 2013-08-26 DOI: 10.1145/2501907.2501964
E. Kantorowitz
System failures are in some applications (e.g., banking) difficult to accept and have resulted in the development of highly dependable systems. A special class of these systems regards the safety critical systems, whose operation involves risks for the health or the life of humans (e.g., air traffic control systems). This workshop considers the design of the user interfaces of such systems. Some of these user interfaces must enable coping with cognitively demanding situations. The workshop will, in addition, consider the process of designing these systems. The possibly most difficult part of the design regards the attempt to identify all the possible critical cases. This may require the participation of different kinds of experts and employing methods designed for uncovering difficult-to-detect critical cases. The design of dependable systems may thus involve a most demanding kind of computer-supported cooperative work (CSCW).
系统故障在某些应用(例如,银行)中是难以接受的,并导致了高度可靠系统的发展。这些系统中的一类特殊系统涉及安全关键系统,其操作涉及对人类健康或生命的风险(例如空中交通管制系统)。本次研讨会考虑了这些系统的用户界面的设计。其中一些用户界面必须能够应对认知要求高的情况。此外,讲习班将考虑设计这些系统的过程。设计中最困难的部分可能是试图识别所有可能的关键情况。这可能需要不同类型的专家参与,并采用旨在发现难以发现的关键案例的方法。因此,可靠系统的设计可能涉及一种要求最高的计算机支持协同工作(CSCW)。
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引用次数: 0
Journey decision making: the influence of dynamic information presented on variable message signs 出行决策:动态信息呈现对可变信息标志的影响
Pub Date : 2013-08-26 DOI: 10.1145/2501907.2501958
S. Sharples, Sally Shalloe, G. Burnett, D. Crundall
In many highways environments electronic media are increasingly being used to provide drivers with up-to-date information in order to influence driving decision making. These decisions may be associated with strategic choices, such as route selection, or tactical decisions, such as driving at a certain speed, or altering driving style. This paper presents a study that used two methods -- a scenario approach and a simulator study. This provides an insight into the role of information and other contextual influences in decision making in the driving context specifically, but also has useful implications for the way in which information should be designed in other decision making contexts such as travel using public transport or supporting real-time complex control operations. The use of two methods also enabled cross-study comparisons to be made, thus improving overall confidence in conclusions. The paper highlights the role of familiarity with information wording and context, level of detail, interpreted meaning, previous experience and contextual cues on trust in information and consequently behaviour in response to the information presented.
在许多高速公路环境中,越来越多地使用电子媒体向驾驶员提供最新信息,以影响驾驶决策。这些决策可能与战略选择(如路线选择)或战术决策(如以特定速度驾驶或改变驾驶风格)有关。本文介绍了一项使用两种方法的研究——情景方法和模拟器研究。这提供了一个洞察信息和其他环境影响在决策中的作用,特别是在驾驶环境中,但也对在其他决策环境中设计信息的方式有有益的启示,例如使用公共交通工具旅行或支持实时复杂的控制操作。使用两种方法还可以进行交叉研究比较,从而提高结论的总体可信度。本文强调了对信息措辞和上下文的熟悉程度、细节水平、解释的含义、以前的经验和上下文线索对信息的信任以及对所提供信息的反应行为的作用。
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引用次数: 2
Playing for the planet: designing toys that foster sustainable values 为地球而战:设计培养可持续价值观的玩具
Pub Date : 2013-08-26 DOI: 10.1145/2501907.2501947
Mary Barreto, Michelle Scott, Ian Oakley, E. Karapanos, N. Nunes, Sofia Gomes, Joana Gomes
The children of today are the adults of tomorrow, for this reason it is essential to educate this generation about sustainable values, such as recycling and reducing waste and energy consumption. By targeting children's main activity of playing and toys, the design of a toy that instills sustainable values is illustrated through PlayGreen, a prototype of an interactive application. We argue that this type of toy should be designed according to children's cognitive development and their learning skills, as well as conforming to a value centered design process. This paper focuses on Piaget's cognitive development theory, more specifically, the concrete operational stage processes, which occur between the ages of seven and eleven years old. Our prototype is an application focusing on the value of resource management and allows children to create new toys from household materials. This prototype was tested with 8 and 9 year old children via a Wizard of Oz method. The prototype successfully integrated a value related to sustainability and the users were able to manipulate it easily as it was adequate to their cognitive skills.
今天的孩子是明天的成年人,因此,教育这一代人关于可持续的价值观是至关重要的,例如回收利用和减少浪费和能源消耗。通过针对儿童的主要游戏活动和玩具,设计一个灌输可持续价值观的玩具,通过PlayGreen,一个交互式应用程序的原型来说明。我们认为这种类型的玩具应该根据儿童的认知发展和学习能力来设计,并遵循以价值为中心的设计过程。本文主要研究皮亚杰的认知发展理论,具体地说,是发生在7岁到11岁之间的具体操作阶段过程。我们的原型是一个专注于资源管理价值的应用程序,允许孩子们用家居材料创造新的玩具。这个原型通过《绿野仙踪》的方法在8岁和9岁的孩子身上进行了测试。原型成功地整合了与可持续性相关的价值,用户能够轻松地操作它,因为它足以满足他们的认知技能。
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引用次数: 10
The MoLE project: an international experiment about mobile learning environment MoLE项目:一个关于移动学习环境的国际实验
Pub Date : 2013-08-26 DOI: 10.1145/2501907.2501963
Marie-Hélène Ferrer, Jacob Hodges, N. Bonnardel
This paper aims to present an international project, called the MoLE Project, which provided learning resources and tools for personnel in disaster or emergency situations. Thus, it illustrates the interpenetration of e-Learning and field workers with a variety of roles (medical professionals, eLearning, commercial, government and NGO), from five continents. The objective of this two-year project was to determine how to provide training or education in areas with low-bandwidth and limited Internet connectivity and infrastructure. It involved a management team, a science & technology coordinator and three working groups including members from 25 countries. These working groups were about medical content, technology & transition, and testing & evaluation. The project was conducted in two periods: the first one corresponding to the development of a mobile app, called "Global MedAid", and the second corresponding to the evaluation of this experimental application. This project answered questions regarding the effectiveness of using mobile devices to support multinational training and education requirements. The results showed that mobile devices could be practical and effective in such contexts. Indeed, they have benefits in providing training when coupled with other contents, such as videos and checklist. The project also demonstrated that mobile training applications are appropriate where there is an inability to train and communicate due to low-bandwidth, limited Internet connectivity and infrastructure challenges.
本文旨在介绍一个名为MoLE项目的国际项目,该项目为灾害或紧急情况下的人员提供学习资源和工具。因此,它说明了来自五大洲的各种角色(医疗专业人员、电子学习、商业、政府和非政府组织)的电子学习和现场工作人员的相互渗透。这个为期两年的项目的目标是确定如何在带宽低、互联网连接和基础设施有限的地区提供培训或教育。它涉及一个管理团队,一个科学技术协调员和三个工作组,其中包括来自25个国家的成员。这些工作组分别是关于医疗内容、技术与转型以及测试与评估。该项目分两个阶段进行:第一个阶段对应于开发一个名为“全球医疗援助”的移动应用程序,第二个阶段对应于对这个实验应用程序的评估。该项目回答了有关使用移动设备支持多国培训和教育需求的有效性的问题。结果表明,在这种情况下,移动设备可能是实用和有效的。事实上,当与其他内容(如视频和清单)相结合时,它们在提供培训方面有好处。该项目还表明,移动培训应用程序适用于由于低带宽、有限的互联网连接和基础设施挑战而无法进行培训和交流的地方。
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引用次数: 9
Extending procedural task models by systematic explicit integration of objects, knowledge and information 通过系统明确地整合对象、知识和信息,扩展过程任务模型
Pub Date : 2013-08-26 DOI: 10.1145/2501907.2501954
C. Martinie, Philippe A. Palanque, M. Ragosta, Racim Fahssi
Task analysis can be considered as a fundamental component of user centered design methods as it provides a unique way of analyzing in a systematic way users' roles and activities. A widely used way of storing the information gathered during that phase in a structured and exhaustive way is to build task models which are then amenable to verification of properties or to performance evaluation. In widely used notations such as Hierarchical Task Analysis (HTA) or CTT (Concur Task Tree), information or objects manipulated by the users while performing the tasks does not receive a similar treatment as the sequencing of tasks which is usually carefully and exhaustively described. This paper proposes a systematic account for the various concepts manipulated by the users while performing tasks. Such concepts include different types of knowledge (declarative, situational, procedural and strategic), objects (manipulated by the user) and information. These concepts are systematically represented in a set of extensions of the HAMSTERS notation allowing the analysis of concepts-related properties such as learning curve, complexity, information workload,... We demonstrate the application of the approach on the example of a two players game making explicit the connection between these extended task models and the user interface of the game.
任务分析可以被认为是以用户为中心的设计方法的一个基本组成部分,因为它提供了一种独特的方法来系统地分析用户的角色和活动。以结构化和详尽的方式存储在该阶段收集的信息的一种广泛使用的方法是构建任务模型,然后可以对属性进行验证或对性能进行评估。在诸如分层任务分析(HTA)或并行任务树(CTT)等广泛使用的表示法中,用户在执行任务时操作的信息或对象不像通常仔细而详尽地描述的任务顺序那样得到类似的处理。本文对用户在执行任务时所操纵的各种概念提出了系统的解释。这些概念包括不同类型的知识(陈述性、情景性、程序性和战略性)、对象(由用户操纵)和信息。这些概念系统地用HAMSTERS表示法的一组扩展表示,允许分析与概念相关的属性,如学习曲线、复杂性、信息工作量等。我们在一个两人游戏的例子中演示了该方法的应用,明确了这些扩展任务模型和游戏用户界面之间的联系。
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引用次数: 45
期刊
Proceedings of the 31st European Conference on Cognitive Ergonomics
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