894 resultados para Human Factors


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Mobile and wearable computers present input/output prob-lems due to limited screen space and interaction techniques. When mobile, users typically focus their visual attention on navigating their environment - making visually demanding interface designs hard to operate. This paper presents two multimodal interaction techniques designed to overcome these problems and allow truly mobile, 'eyes-free' device use. The first is a 3D audio radial pie menu that uses head gestures for selecting items. An evaluation of a range of different audio designs showed that egocentric sounds re-duced task completion time, perceived annoyance, and al-lowed users to walk closer to their preferred walking speed. The second is a sonically enhanced 2D gesture recognition system for use on a belt-mounted PDA. An evaluation of the system with and without audio feedback showed users' ges-tures were more accurate when dynamically guided by au-dio-feedback. These novel interaction techniques demon-strate effective alternatives to visual-centric interface de-signs on mobile devices.

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The aim of this paper is to be determined the network capacity (number of necessary internal switching lines) based on detailed users’ behaviour and demanded quality of service parameters in an overall telecommunication system. We consider detailed conceptual and its corresponded analytical traffic model of telecommunication system with (virtual) circuit switching, in stationary state with generalized input flow, repeated calls, limited number of homogeneous terminals and losses due to abandoned and interrupted dialing, blocked and interrupted switching, not available intent terminal, blocked and abandoned ringing (absent called user) and abandoned conversation. We propose an analytical - numerical solution for finding the number of internal switching lines and values of the some basic traffic parameters as a function of telecommunication system state. These parameters are requisite for maintenance demand level of network quality of service (QoS). Dependencies, based on the numericalanalytical results are shown graphically. For proposed conceptual and its corresponding analytical model a network dimensioning task (NDT) is formulated, solvability of the NDT and the necessary conditions for analytical solution are researched as well. It is proposed a rule (algorithm) and computer program for calculation of the corresponded number of the internal switching lines, as well as corresponded values of traffic parameters, making the management of QoS easily.

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With increasing prevalence and capabilities of autonomous systems as part of complex heterogeneous manned-unmanned environments (HMUEs), an important consideration is the impact of the introduction of automation on the optimal assignment of human personnel. The US Navy has implemented optimal staffing techniques before in the 1990's and 2000's with a "minimal staffing" approach. The results were poor, leading to the degradation of Naval preparedness. Clearly, another approach to determining optimal staffing is necessary. To this end, the goal of this research is to develop human performance models for use in determining optimal manning of HMUEs. The human performance models are developed using an agent-based simulation of the aircraft carrier flight deck, a representative safety-critical HMUE. The Personnel Multi-Agent Safety and Control Simulation (PMASCS) simulates and analyzes the effects of introducing generalized maintenance crew skill sets and accelerated failure repair times on the overall performance and safety of the carrier flight deck. A behavioral model of four operator types (ordnance officers, chocks and chains, fueling officers, plane captains, and maintenance operators) is presented here along with an aircraft failure model. The main focus of this work is on the maintenance operators and aircraft failure modeling, since they have a direct impact on total launch time, a primary metric for carrier deck performance. With PMASCS I explore the effects of two variables on total launch time of 22 aircraft: 1) skill level of maintenance operators and 2) aircraft failure repair times while on the catapult (referred to as Phase 4 repair times). It is found that neither introducing a generic skill set to maintenance crews nor introducing a technology to accelerate Phase 4 aircraft repair times improves the average total launch time of 22 aircraft. An optimal manning level of 3 maintenance crews is found under all conditions, the point at which any additional maintenance crews does not reduce the total launch time. An additional discussion is included about how these results change if the operations are relieved of the bottleneck of installing the holdback bar at launch time.

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Esta investigación aborda el consumo que los jóvenes universitarios de España y Brasil realizan de las publicaciones para tabletas. A través del estudio de seis casos –las revistas españolas Don, VisàVis y Quality Sport, y los vespertinos brasileños O Globo a Mais, de Río de Janeiro; Estadão Noite, de Sao Paulo; y Diário do Nordeste Plus, de Fortaleza– se aplica una metodología cualitativa, el test de usabilidad, para detectar qué aspectos ralentizan y entorpecen la navegación en las nuevas generaciones de usuarios de medios móviles. A pesar de la influencia de las revistas impresas en la configuración de las publicaciones para tableta, los datos muestran que el usuario necesita “entrenarse” para conocer unas opciones de interacción a veces poco intuitivas o para las que carece de la madurez visual necesaria. Por ello las publicaciones más sencillas obtienen los mejores resultados de usabilidad.

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Modern manufacturing systems should satisfy emerging needs related to sustainable development. The design of sustainable manufacturing systems can be valuably supported by simulation, traditionally employed mainly for time and cost reduction. In this paper, a multi-purpose digital simulation approach is proposed to deal with sustainable manufacturing systems design through Discrete Event Simulation (DES) and 3D digital human modelling. DES models integrated with data on power consumption of the manufacturing equipment are utilized to simulate different scenarios with the aim to improve productivity as well as energy efficiency, avoiding resource and energy waste. 3D simulation based on digital human modelling is employed to assess human factors issues related to ergonomics and safety of manufacturing systems. The approach is implemented for the sustainability enhancement of a real manufacturing cell of the aerospace industry, automated by robotic deburring. Alternative scenarios are proposed and simulated, obtaining a significant improvement in terms of energy efficiency (−87%) for the new deburring cell, and a reduction of energy consumption around −69% for the coordinate measuring machine, with high potential annual energy cost savings and increased energy efficiency. Moreover, the simulation-based ergonomic assessment of human operator postures allows 25% improvement of the workcell ergonomic index.

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Mänskliga faktorer som till exempel kommunikation och tillit påverkar hur människor interagerar med varandra. I agil systemutveckling ingår relationer, samspel och samarbete mellan människor och dessa påverkar om systemutvecklingsprojektet anses framgångsrikt eller ej. Men ofta i systemutvecklingsprojekt så läggs det mer tid på själva tekniken än de sociala aspekterna, där de mänskliga faktorerna i många fall är en avgörande faktor för projektets slutresultat. Syftet med det nuvarande arbetet är att beskriva vilka mänskliga faktorer som är viktiga för att effektivisera samarbete i agila systemutvecklingsprojekt, samt att beskriva hur agil systemutveckling på Trafikverket utförs. Trafikverket ville ha studien genomförd för att resultatet av studien skulle hjälpa till att minska antalet mindre framgångsrika systemutvecklingsprojekt på Trafikverket. Huvudfrågan i arbetet är: Vilka mänskliga faktorer är viktiga för att effektivisera samarbetet mellan verksamhetskunniga och utvecklare i agila systemutvecklingsprojekt? En fallstudie utfördes vid Trafikverket genom sju semistrukturerade intervjuer som följdes upp av enkäter och dokumentstudier. Det sammanlagda resultatet tyder på att för att effektivisera samarbetet mellan verksamhetskunniga och utvecklare i agila systemutvecklingsprojekt på Trafikverket krävs fokus på följande fem mänskliga faktorer: kommunikation, tillit, ledarskap, kunskap och motivation.

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Mänskliga faktorer som till exempel kommunikation och tillit påverkar hur människor interagerar med varandra. I agil systemutveckling ingår relationer, samspel och samarbete mellan människor och dessa påverkar om systemutvecklingsprojektet anses framgångsrikt eller ej. Men ofta i systemutvecklingsprojekt så läggs det mer tid på själva tekniken än de sociala aspekterna, där de mänskliga faktorerna i många fall är en avgörande faktor för projektets slutresultat. Syftet med det nuvarande arbetet är att beskriva vilka mänskliga faktorer som är viktiga för att effektivisera samarbete i agila systemutvecklingsprojekt, samt att beskriva hur agil systemutveckling på Trafikverket utförs. Trafikverket ville ha studien genomförd för att resultatet av studien skulle hjälpa till att minska antalet mindre framgångsrika systemutvecklingsprojekt på Trafikverket. Huvudfrågan i arbetet är: Vilka mänskliga faktorer är viktiga för att effektivisera samarbetet mellan verksamhetskunniga och utvecklare i agila systemutvecklingsprojekt? En fallstudie utfördes vid Trafikverket genom sju semistrukturerade intervjuer som följdes upp av enkäter och dokumentstudier. Det sammanlagda resultatet tyder på att för att effektivisera samarbetet mellan verksamhetskunniga och utvecklare i agila systemutvecklingsprojekt på Trafikverket krävs fokus på följande fem mänskliga faktorer: kommunikation, tillit, ledarskap, kunskap och motivation.

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Design for behaviour change aims to influence user behaviour, through design, for social or environmental benefit. Understanding and modelling human behaviour has thus come within the scope of designers’work, as in interaction design, service design and user experience design more generally. Diverse approaches to how to model users when seeking to influence behaviour can result in many possible strategies, but a major challenge for the field is matching appropriate design strategies to particular behaviours (Zachrisson & Boks, 2012). In this paper, we introduce and explore behavioural heuristics as a way of framing problem-solution pairs (Dorst & Cross, 2001) in terms of simple rules. These act as a ‘common language’ between insights from user research and design principles and techniques, and draw on ideas from human factors, behavioural economics, and decision research. We introduce the process via a case study on interaction with office heating systems, based on interviews with 16 people. This is followed by worked examples in the ‘other direction’, based on a workshop held at the Interaction ’12 conference, extracting heuristics from existing systems designed to influence user behaviour, to illustrate both ends of a possible design process using heuristics.

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