11 resultados para Ergonomics

em Deakin Research Online - Australia


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In industry, the workload and utilization of shop floor operators is often misunderstood. In this paper, we will present several real case studies, using Discrete Event Simulation (DES) models, which allow us to better understand operators in a batch manufacturing environment. The first study investigates labour in a machining plant consisting of multiple identical CNC machines that batch produce parts. The second study investigates labour in an eight station, gravity die casting rotary table. The results from these studies have shown that there can be potential improvements made by the production planners in the current labour configuration. In the first case study, a matrix is produced that estimates what the operator's utilization levels will be for various configurations. From this, the preferred operator to machine ratio over a range of cycle times is presented. In the second study, the results have shown that by reducing the casting cycle time, the operator would be overloaded. A discrete event simulation of these two cases highlighted areas that were misunderstood by plant management, and provided them with a useful decision support tool for production planning.

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Objectives: Methods for converting inactive video gaming to active video gaming have gained popularity in recent years. This study compared the physiological cost of a new peripheral device that used steps to power video gaming in an interactive manner against sedentary video gaming and self-paced ambulatory activity of university students (aged 19-29 years).
Methods: Nineteen adults (9 male, 10 female) performed six 10-minute activities, namely self-paced leisurely walking, self-paced brisk walking, self-paced jogging, two forms of sedentary video gaming, and step-powered video gaming. Activities were performed in a random order. Physiological cost during the activities was measured using Actiheart.
Results: Energy expenditure during step-powered video gaming (388.8 kcal.h-1) was comparable to the energy expended during brisk walking (373.8 kcal.h-1), and elicited a higher energy cost than sedentary video gaming (124.1 kcal.h-1) but a lower energy cost than jogging (694.5 kcal.h-1).
Conclusion: Overall, step-powered video gaming could be used as an entertaining and appealing tool to increase physical activity, though it should not be used as a complete substitute for traditional exercise, such as jogging.

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Utilising advanced technologies, such as virtual environments (VEs), is of importance to training and education. The need to develop and effectively apply interactive, immersive 3D VEs continues to grow. As with any emerging technology, user acceptance of new software and hardware devices is often difficult to measure and guidelines to introduce and ensure adequate and correct usage of such technologies are lacking. It is therefore imperative to obtain a solid understanding of the important elements that play a role in effective learning through VEs. In particular, 3D VEs may present unusual and varied interaction and adoption considerations. The major contribution of this study is to investigate a complex set of interrelated factors in the relatively new sphere of VEs for training and education. Although many of the factors appears to be important from past research, researcher have not explicitly studied a comprehensive set of inter-dependant, empirically validated factors in order to understand how VEs aid complex procedural knowledge and motor skill learning. By integrating theory from research on training, human computer interaction (HCI), ergonomics and cognitive psychology, this research proposes and validates a model that contributes to application-specific VE efficacy formation. The findings of this study show visual feedback has a significant effect on performance. For tactile/force feedback and auditory feedback, no significant effect were found. For satisfaction, user control is salient for performance. Other factors such as interactivity and system comfort, as well as level of task difficulty, also showed effects on performance.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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Psychosocial risk is possibly the single biggest cause of occupational ill-health inAustralia, causing up to 30% of cardiovascular disease in working men and up to 30% ofdepression in working women. While the number of studies on effective workplaceinterventions has increased significantly in recent years, there has been at best onlylimited analysis examining the context for these interventions. The literature provideslittle evidence with which to answer critical public policy questions. In order to determine how diverse stakeholders are responding to job stress, this studydirectly sought to characterise this context. Through interviews across industry and withkey stakeholders, this study provides a thorough and empirically grounded description ofcurrent Victorian practice, a critical support for developing a systems approach toworkplace stress. The interviews examined the views of Victorian stakeholders in thearea of job stress to investigate understanding of and receptivity to systems approaches and reviewed experiences in workplaces. The picture that emerges from the interview data is contrasting, but with common features across groups. Most parties understood stress as an individual health issue, even though the links to the wider workplace environment were recognised by many. The views of some interviewees imply moral judgements about acceptable stress, experienced by “good” people who deal with trauma and conflict in their work, and unacceptable stress, experienced by “bad” people who can’t cope with the ups and downs of working life. Even so, the need to deal with job stress is recognised by all.

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This paper addresses the methods used for the design and fabrication of a capacitance based wearable pressure sensor fabricated using neoprene and (SAC) plated Nylon Fabric. The experimental set up for the pressure sensor is comprised of a shielded grid of sensing modules, a 555 timer based transduction circuitry, and an Arduino board measuring the frequency of signal to a corresponding pressure. The fundamental design parameters addressed during the development of the pressure sensor presented in this paper are based on size, simplicity, cost, adaptability, and scalability. The design approach adopted in this paper results in a sensor module that is less obtrusive, has a thinner and flexible profile, and its sensitivity is easily scalable for ‘smart’ product applications across industries associated to sports performance, ergonomics, rehabilitation, etc.

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This review article aims to evaluate a proposed maximum acceptable work duration model for load carriage tasks. It is contended that this concept has particular relevance to physically demanding occupations such as military and firefighting. Personnel in these occupations are often required to perform very physically demanding tasks, over varying time periods, often involving load carriage. Previous research has investigated concepts related to physiological workload limits in occupational settings (e.g. industrial). Evidence suggests however, that existing (unloaded) workload guidelines are not appropriate for load carriage tasks. The utility of this model warrants further work to enable prediction of load carriage durations across a range of functional workloads for physically demanding occupations. If the maximum duration for which personnel can physiologically sustain a load carriage task could be accurately predicted, commanders and supervisors could better plan for and manage tasks to ensure operational imperatives were met whilst minimising health risks for their workers.

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Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human–computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.

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People detection is essential in a lot of different systems. Many applications nowadays tend to require people detection to achieve certain tasks. These applications come under many disciplines, such as robotics, ergonomics, biomechanics, gaming and automotive industries. This wide range of applications makes human body detection an active area of research. With the release of depth sensors or RGB-D cameras such as Micosoft Kinect, this area of research became more active, specially with their affordable price. Human body detection requires the adaptation of many scenarios and situations. Various conditions such as occlusions, background cluttering and props attached to the human body require training on custom built datasets. In this paper we present an approach to prepare training datasets to detect and track human body with attached props. The proposed approach uses rigid body physics simulation to create and animate different props attached to the human body. Three scenarios are implemented. In the first scenario the prop is closely attached to the human body, such as a person carrying a backpack. In the second scenario, the prop is slightly attached to the human body, such as a person carrying a briefcase. In the third scenario the prop is not attached to the human body, such as a person dragging a trolley bag. Our approach gives results with accuracy of 93% in identifying both the human body parts and the attached prop in all the three scenarios.

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This report considers public debate on Scandinavian and Finnish policy ideas of possible relevance to Australia since the publication in November 2014 by an Australian university press of Andrew Scott’s book Northern Lights: The Positive Policy Example of Sweden, Finland, Denmark and Norway. Two years on from the book’s publication, the report considers the varying reception in Australia of propositions advanced in Northern Lights for: expansion of public early childhood education and care and extension of paid parental leave, as well as properly enshrining children’s rights and other actions to reduce child poverty and improve children’s wellbeing (learning from Sweden); more equitable schools funding, better valuing of a quality teaching profession and more effective provision of vocational education in schools (learning from Finland); enhancement of support and skills retraining for mature-age workers displaced by job losses (learning from Denmark); and increasing revenue including through greater taxation and regulation of natural resource wealth (learning from Norway). The report then considers the main priority areas of Nordic achievement nominated by policy actors for additional consideration for Australia to now learn from. These are: better, healthier and more natural urban design, together with more balanced regional development; better workplace design – specifically the importance of taking into account aesthetics, ergonomics and nature in people’s workplace environments; and greater emphasis on both the prevention of crime and the rehabilitation of persons convicted of crimes. Sweden and Norway’s continuing leadership in the provision of quality foreign aid and other foreign policy initiatives such as Sweden's current “feminist foreign policy” are also discussed. Objections raised to the book’s premises, including to the possibility of policy transfer to Australia from nations presumed to be less multicultural, are evaluated.