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Is vitamin A an antioxidant? 维生素 A 是抗氧化剂吗?
Torsten Bohn, Volker Böhm, Joanna Dulińska-Litewka, Jean-Francois Landrier, Diána Bánáti, Omer Kucuk, Patrick Borel, Jose A Canas, Ralph Rühl
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引用次数: 2
Investigating Human Physiological Responses to Work-Related Stress 研究人类对工作压力的生理反应
Jimmy Uba, Joseph Nuamah
Studies have shown that work-related stress is one of the causes of employee burnout, fatigue, and cognitive dysfunction, among other negative effects. Physiological features have been used to investigate stress, but more knowledge is needed in understanding physiological indicators of work-related stress. Moreover, to the best of our knowledge, no study is available that integrates both pupillometry and heart rate in investigating work-related stress. We, therefore, utilized task-evoked pupillary response (TEPR) from pupillometry and heart rate (HR), in the assessment of physiological responses of 32 subjects during the performance of Multi-Attribute Task Battery-II consisting of working baseline and stress conditions. A comparison of results of both conditions showed that TEPR and mean HR significantly increased during stress condition, as compared to working baseline condition. These results are attributed to the work related-stressors integrated in our study, thereby bolstering the applicability of heart rate and pupillometry in studies of work-related stress.
研究表明,工作压力是导致员工倦怠、疲劳和认知功能障碍等负面影响的原因之一。生理特征已被用于研究压力,但在了解工作压力的生理指标方面还需要更多的知识。此外,据我们所知,目前还没有将瞳孔测量和心率结合起来调查工作压力的研究。因此,我们利用瞳孔测量和心率(HR)的任务诱发瞳孔反应(TEPR)来评估32名受试者在工作基线和应激条件下执行多属性任务电池- ii时的生理反应。两种情况下的结果比较表明,在应激条件下,与工作基线条件相比,TEPR和平均HR显著增加。这些结果归因于我们研究中整合的与工作相关的压力源,从而增强了心率和瞳孔测量在工作压力研究中的适用性。
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引用次数: 0
Phishing in Social Media: Investigating Training Techniques on Instagram Shop 社交媒体中的网络钓鱼:调查Instagram商店的培训技术
Katherine R. Garcia, Jeremiah Ammons, Xiangrui Xu, Jing Chen
As new communication technologies emerge, social media continues to grow rapidly and falls into users' hands. However, social media also brings new forms of phishing attacks compared to conventional email phishing and desires new forms of anti-phishing intervention including user training. To tackle this problem, we investigated the efficacy of current email training techniques for phishing scams on Instagram Shop advertisements. Participants were tasked to rate how likely they would recommend an office product in Instagram Shop to their boss based on how legitimate the advertisement (ad) appeared. Our results indicated that shoppers’ experience with Instagram influenced their ability to distinguish between phishing and legitimate ads. However, more-frequent Instagram users did not have a decreased susceptibility to phishing than less-frequent users, and the current training techniques had no effect on participants’ ratings of phishing and legitimate ads. Future studies may explore other training methods, such as including feedback to participants.
随着新的通信技术的出现,社交媒体继续快速发展,并落入用户手中。然而,与传统的电子邮件网络钓鱼相比,社交媒体也带来了新的网络钓鱼攻击形式,并需要新的反网络钓鱼干预形式,包括用户培训。为了解决这个问题,我们调查了目前针对Instagram商店广告的网络钓鱼诈骗的电子邮件培训技术的效果。参与者的任务是根据广告出现的合法性来评估他们向老板推荐Instagram商店中办公产品的可能性。我们的研究结果表明,购物者使用Instagram的经历影响了他们区分网络钓鱼和合法广告的能力。然而,频繁使用Instagram的用户对网络钓鱼的敏感性并不比不频繁使用Instagram的用户低,目前的培训技术对参与者对网络钓鱼和合法广告的评级没有影响。未来的研究可能会探索其他培训方法,例如向参与者提供反馈。
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引用次数: 0
Factor Analysis of a Generalized Video Game Experience Measure 广义电子游戏体验测量的因素分析
Jessica Williams, Rhyse Bendell, Stephen M. Fiore, Florian Jentsch
Video gaming experience has been found to impact behavior and performance on experimental tasks, can influence cognitive processes, and may even transfer to proficiency in novel tasks. There is a growing need for an empirically validated generalizable tool that can capture differences in participants gaming experience due to the growing representation of regular video gamers, and the proliferation of gamified, simulated task environments. The analyses reported here examine the factor loadings of a general Video Game Experience Measure (VGEM) designed to tap facets of gaming experience that can distinguish non-gamers from gamers and is also sensitive to varying levels of proficiency. Results from exploratory and confirmatory factor analyses find support for a five-factor model capturing: Game-skill Confidence, Gaming Lifespan, Gaming Intensity, Gaming Frequency, and Gamer Self-efficacy. These findings are discussed in the context of how the VGEM can support research using gamified task environments requiring the study of cognition and collaboration.
人们发现,电子游戏体验会影响实验任务中的行为和表现,影响认知过程,甚至可能影响对新任务的熟练程度。由于普通电子游戏玩家的不断增加,以及游戏化、模拟任务环境的扩散,我们越来越需要一种经验验证的可推广工具来捕捉参与者游戏体验的差异。本文的分析报告检查了通用电子游戏体验测量(VGEM)的因素负载,该测量旨在挖掘游戏体验的各个方面,可以区分非玩家和玩家,并且对不同的熟练程度也很敏感。探索性和验证性因素分析的结果发现了一个五因素模型的支持:游戏技能自信、游戏寿命、游戏强度、游戏频率和玩家自我效能。这些发现是在VGEM如何支持需要研究认知和协作的游戏化任务环境的研究的背景下讨论的。
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引用次数: 0
A Completion Rate Conundrum: Reducing bias in the Single Usability Metric 完成率难题:减少单一可用性度量的偏差
Carl J. Pearson
In the Single Usability Metric benchmarking method, the calculation of completion rates creates a bias for completion rates by ignoring the z-score transform that is conducted for satisfaction and time-on-task measures. This artificially inflates all ‘good’ scores and marks some ‘poor’ scores as ‘good’. This paper discusses two methods to augment the SUM so that it will accurately calculate completion rates into the final SUM score.
在单一可用性度量基准方法中,完成率的计算通过忽略满意度和任务完成时间度量的z-score转换而产生完成率偏差。这人为地夸大了所有的“好”分数,并将一些“差”分数标记为“好”分数。本文讨论了两种增加SUM的方法,使其能够准确地将完成率计算到最终的SUM分数中。
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引用次数: 0
Format Readability Enhancing In Basic Mathematical Operations 在基本数学运算中提高格式可读性
Caterina B Azzarello, Dave B Miller, Ben D Sawyer, Joanna E Lewis
Individuated font selection, which can increase text reading speed, may be able to increase mathematical expression reading speed and influence reasoning accuracy. To investigate whether the same font that increases a participant’s reading speed enhances mathematical reading, we compared their speed in evaluating mathematical expressions as true or false presented in their fastest reading font as determined by empirical test and with a control font, Times Roman. Participants were faster in completing mathematical problems when using typography selected for individual readability, but no difference occurred in task accuracy, matching patterns previously seen in interlude reading. Future research should assess the impact of elements of time pressure, math complexity, numeric versus text-based questions, and associated math anxiety.
个性化字体的选择,可以提高文本阅读速度,可能会提高数学表达式的阅读速度,影响推理的准确性。为了研究提高阅读速度的字体是否能提高参与者的数学阅读速度,我们比较了他们用经验测试确定的最快阅读字体和对照字体Times Roman来评估数学表达式的正确或错误的速度。当参与者使用个人可读性选择的排版时,他们完成数学问题的速度更快,但在任务准确性上没有出现差异,这与之前在间歇阅读中看到的模式相符。未来的研究应该评估时间压力、数学复杂性、基于数字的问题与基于文本的问题以及相关的数学焦虑等因素的影响。
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引用次数: 0
The Effects of Variable Tension Forces on Exoskeletons’ Effectiveness 可变张力对外骨骼效能的影响
Joseph Yun-Ming Kim, Richard Stone, M. Susan Hallbeck, Hamid Norasi
Exoskeletons are ergonomic devices that can support workers to improve performance and worker safety. This study created an apparatus that simulated a head-and-neck exoskeleton designed for surgeons to test the effects of varying tension forces on muscle activation (splenius capitis, splenius cervices, and erector spinae), body part discomfort, dexterity, cognition, and overall usability of the device. Eight participants were involved in twelve trials over two days and held static postures (looking down at 45° or 90°) for 20 minutes with 10-minute breaks between trials. Six trials utilized tension forces, which were recorded every two minutes and then averaged for each trial. A bivariate regression analysis ( on each metric vs. average tension forces demonstrated that increasing tension forces led to decreased muscle activity of the left splenius capitis, change in general body pain, change in neck discomfort, and the rate of discomfort developing, and improved usability scores.
外骨骼是符合人体工程学的设备,可以帮助工人提高性能和工人的安全。本研究创建了一个模拟头颈外骨骼的装置,为外科医生设计,以测试不同张力对肌肉激活(头脾肌、颈脾肌和竖脊肌)、身体部位不适、灵活性、认知和设备的整体可用性的影响。8名参与者参加了为期两天的12次试验,并保持静态姿势(向下看45°或90°)20分钟,两次试验之间休息10分钟。六次试验使用张力,每两分钟记录一次,然后为每次试验取平均值。双变量回归分析(每个指标与平均张力的对比)表明,张力的增加导致左头脾肌肉活动的减少,全身疼痛的变化,颈部不适的变化,以及不适发展的速度的变化,并提高了可用性得分。
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引用次数: 0
Design of a trusted shift of Coordination Forms: Supporting Collaboration to handle future non-human intelligent collaborators (NICs) 协作形式可信转换的设计:支持协作以处理未来的非人类智能合作者(nic)
Rune Stensrud, Sigmund Valaker
We introduce principles for designing collaboration among special operation forces (SOF) and future non-human intelligent collaborators (NICs), focusing on interdependence and emergent dynamics of workflow. We discuss a dynamic mixed-initiative human-autonomy teaming (HAT) coordination concept, where multiple military SOF teams collaborate together with autonomous capabilities. We argue that effective tactical actions requires shift of coordination forms, i.e. who is enacting coordination functions, which in military command and control (C2) terminology is formalized as coordination authority. Coordination forms could shift according to a set of requirements and we discuss how to elicit experiences of such coordination from simulated missions where human teammates and/or NICs have had to make choices of coordination form. We formulate a set of hypotheses remaining to be empirically analyzed. We draw on collaboration research investigating socio-technical systems where machine teammates collaborate with human teammates to achieve a common goal.
介绍了特种作战部队(SOF)和未来非人类智能合作者(NICs)之间协作的设计原则,重点介绍了工作流的相互依赖性和突发动态性。我们讨论了一个动态的混合主动性人类自主团队(HAT)协调概念,其中多个军事SOF团队具有自主能力一起协作。我们认为,有效的战术行动需要协调形式的转变,即谁来制定协调职能,在军事指挥与控制(C2)术语中,协调职能被形式化为协调权力。协调形式可以根据一组需求而变化,我们讨论了如何从模拟任务中引出这种协调的经验,在模拟任务中,人类队友和/或nic必须选择协调形式。我们提出了一组有待实证分析的假设。我们利用协作研究调查社会技术系统,其中机器团队成员与人类团队成员合作以实现共同目标。
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引用次数: 0
Face Matching as a Function of Prior Identity Information in Professional Screeners 专业筛选者优先身份信息对面部匹配的影响
Kristopher Korbelak, Kevin Zish, Daniel Endres
Using a computer-based face matching task we objectively measured face matching performance (reaction time, sensitivity, accuracy) as a function of prior identity source type (Artificial Intelligence (AI), human, none), prior information accuracy (accurate, inaccurate) and task difficulty (high, low) in professional screeners. Participants were required to judge how similar they thought a pair of faces were, to decide whether the faces in each pair were the same person, and then to judge the difficulty of that decision. Professional screeners were more accurate, faster, and, more sensitive when normative task difficulty was low. Professional screeners were also more accurate, faster, and more sensitive when prior identity source information was accurate. There was no main effect of prior identity source type on performance (there was a trend-level effect). Face matching accuracy positively correlated with normative data from non-professional screeners. Professional screeners were more accurate 80.6% of the time, compared to non-professional screeners.
利用基于计算机的人脸匹配任务,我们客观地测量了专业筛选者的人脸匹配性能(反应时间、灵敏度、准确性)作为先验身份来源类型(人工智能、人类、无)、先验信息准确性(准确、不准确)和任务难度(高、低)的函数。参与者被要求判断一组面孔的相似程度,判断每对面孔是否是同一个人,然后判断做出这个决定的难度。当标准任务难度较低时,专业筛选者更准确、更快、更敏感。当先前的身份来源信息准确时,专业筛选者也更准确、更快、更敏感。先前身份源类型对性能没有主要影响(有趋势水平效应)。人脸匹配正确率与非专业筛选者的规范数据正相关。与非专业筛选者相比,专业筛选者的准确率为80.6%。
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引用次数: 0
A Mathematical Model Relating Foam Material Properties to Heightened Interface Pressure between a Human and Mattress Surface 泡沫材料性能与人体与床垫表面界面压力关系的数学模型
Molly E. Laird, Nassif Rayess, Megan O. Conrad
Hospital patients often develop pressure injuries when lying in bed for an extended time due to relatively high contact pressures breaking down skin tissues. Pressure injuries adversely affect patients by potentially leading to infection and creating advanced health risks. Our prior research identified children experience highest risk of pressure ulcer in the head region. Thus, this study aimed to gather pressure data and create a corresponding model relating foam material properties to predicted interface pressure between the head and a foam mattress overlay surface. Research findings provide data guiding clinicians and designers to mattresses with material properties capable of reducing the incidence of pressure ulcers in children and adults.
医院的病人在长时间躺在床上时,由于相对较高的接触压力会破坏皮肤组织,经常发生压力损伤。压力损伤会对患者产生不利影响,可能导致感染并造成严重的健康风险。我们之前的研究发现,儿童在头部区域患压疮的风险最高。因此,本研究旨在收集压力数据并建立与泡沫材料性能相关的模型,以预测头部与泡沫床垫覆盖表面之间的界面压力。研究结果为临床医生和设计师提供了数据指导,使床垫的材料性能能够减少儿童和成人压疮的发生率。
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引用次数: 0
期刊
Proceedings of the Human Factors and Ergonomics Society ... Annual Meeting. Human Factors and Ergonomics Society. Annual meeting
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