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Advances in Cognitive Ergonomics

Published on Jun 9, 2017
· DOI :10.1201/EBK1439834916
Gavriel Salvendy44
Estimated H-index: 44
,
Waldemar Karwowski2
Estimated H-index: 2
(Purdue University)
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Abstract
The chapters in the book come from an international group of authors with diverse backgrounds including ergonomics, psychology, architecture, computer science, engineering, and sociology. Specific topics include biometric systems development, military command and control, cellular phone interface design, methodologies for workplace design, medical device design, cockpit display and decision tool design for pilots, driver visual and cognitive processes, and performance of inspection tasks in manufacturing operations; and extend to human-automation integration in future aviation systems, novel 3-D display technologies for enhancing information analysis, training methods for mental models, approaches to activity analysis, new research-oriented frameworks and paradigms in training, and the use of virtual reality for skill development and assessment. The book is divided into sections covering: I. Cultural Differences in Computing Systems Design II. Decision Making and Decision Support III. Desktop/Mobile Interface Design IV. Ergonomics in Design V. Ergonomics in Product Design VI. Human Factors in Aviation Systems VII. Human Factors in Driving VIII. Human Factors in Manufacturing IX. Human Factors in NextGen Operations X. Information Visualization for Situation Awareness XI. Mental Models XII. Perceptuo-Motor Skills & Psychophysical Assessment XIII. Task Analysis XIV. Training Technology XV. Virtual Reality for Behavior Assessment XVI. Virtual Reality for Psychomotor Training The implications of all this work include design recommendations for complex systems and commercial products, new procedures for operator training and self-regulation as well as methods for accessibility to systems, and specification of ergonomic interventions at the user. It is expected that this book will be of special value to practitioners involved in design process development, design and prototyping of systems, products and services, as well as training process design for a broad range of applications and markets in various countries. Seven other titles in the Advances in Human Factors and Ergonomics Series are:Advances in Human Factors and Ergonomics in Healthcare Advances in Applied Digital Human Modeling Advances in Cross-Cultural Decision Making Advances in Occupational, Social and Organizational Ergonomics Advances in Human Factors, Ergonomics and Safety in Manufacturing and Service Industries Advances in Ergonomics Modeling & Usability Evaluation Advances in Neuroergonomics and Human Factors of Special Populations
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Cited By13
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Published on Feb 1, 2019in Robotics and Computer-integrated Manufacturing4.39
Margherita Peruzzini9
Estimated H-index: 9
(University of Modena and Reggio Emilia),
Marcello Pellicciari13
Estimated H-index: 13
(University of Modena and Reggio Emilia),
Michele Gadaleta3
Estimated H-index: 3
(University of Modena and Reggio Emilia)
Abstract Manufacturing ergonomics refers to the application of ergonomic principles and human factors analysis to the design of manufacturing tasks with the final aim to optimize the workers’ wellbeing and guarantee the expected process performance. Traditional design approaches are based on the observation of individual workers performing their jobs, the detection of unnatural postures (e.g., bending, twisting, overextending, rotating), and the definition of late corrective actions according to...
Margherita Peruzzini9
Estimated H-index: 9
(University of Modena and Reggio Emilia),
Fabio Grandi2
Estimated H-index: 2
(University of Modena and Reggio Emilia),
Marcello Pellicciari13
Estimated H-index: 13
(University of Modena and Reggio Emilia)
Abstract The analysis of workers’ ergonomics and human factors is assuming a great importance in product and process design for modern industry. However, there is a lack of common references and structured protocols for the assessment of workers’ experience in industrial practices in an effective and predictive way. As a result, designers are poorly supported in the application of digital technologies, which are demonstrating to have a great potential. This ascertainment suggested defining a ref...
Published on Jan 1, 2015in Procedia Manufacturing
Lara Reis2
Estimated H-index: 2
,
Emília Duarte8
Estimated H-index: 8
,
Francisco Rebelo10
Estimated H-index: 10
Abstract Recent studies have highlighted Virtual Environments (VEs) as feasible tools for conducting safety sign research. Conversely, guidelines on how to conduct such studies with workplace safety signs and older workers, is scarce. The nature of this study is justified by the fact that, as workers grow older, their ability to comply with such signs is adversely affected by age-related deficits. Therefore, the present pilot study sought to assess the quality of a VE prototype that was specific...
Published on Jul 21, 2013
Emília Duarte8
Estimated H-index: 8
,
Francisco Rebelo10
Estimated H-index: 10
+ 3 AuthorsPaulo Noriega5
Estimated H-index: 5
Recent researches suggest that Virtual Reality (VR) is amongst the best tools for examining behavioral compliance with warnings, therefore overcoming some ethical and methodological constrains that have been limiting this type of research. Yet, such evaluation using VR requires both usable and engaging virtual environments (VEs). This study examines the sense of presence experienced by the participants after having been immersed in a VE designed for evaluating the effect of sign type (static vs....
Published on Jul 21, 2013
Luís Teixeira2
Estimated H-index: 2
,
Elisângela Vilar4
Estimated H-index: 4
(Technical University of Lisbon)
+ 3 AuthorsFernando Moreira da Silva3
Estimated H-index: 3
(Technical University of Lisbon)
Many features of a Virtual Reality system can influence the immersion and the sense of presence. Navigation is one of those features, since proprioceptive and vestibular cues can have a positive impact on immersion and sense of presence. This is especially important for studies about human behavior, where behavioral responses should be as close as in the real world. Different types of interfaces are been developed to be more natural and closer to moving in a real environment. A Walk-In-Place (WI...
Published on Jul 21, 2013
Susana Dinis1
Estimated H-index: 1
,
Emília Duarte8
Estimated H-index: 8
+ 3 AuthorsFrancisco Rebelo10
Estimated H-index: 10
Many studies have shown the ability of interior design elements (e.g., artwork, nature, home elements) to elicit positive emotions on hospital users thereby enhancing the healing process. Nevertheless, it is not clear whether such elements can affect users’ emotional responses during a VR experience. In this study we explored the influence of interior design elements (i.e., landscape poster, painting, plant and home chair), on the participants’ emotional responses after being exposed to 3D virtu...
Published on Jul 21, 2013
Lara Reis2
Estimated H-index: 2
,
Emília Duarte8
Estimated H-index: 8
,
Francisco Rebelo10
Estimated H-index: 10
Over the last decades, Virtual Reality (VR) technology has emerged as a promising tool for numerous human performance assessments. Together with the expansion of such systems, several Virtual Environment (VE) usability criteria have been developed to ensure their optimal production and efficiency. However, the current status of such measures for warning research is scarce; and most importantly, design guidelines for defining VEs for middle-aged and older adult interactions with warnings are even...
Published on Mar 26, 2012
Waldemar Karwowski35
Estimated H-index: 35
(UCF: University of Central Florida)
Published on Jan 1, 2012
Jean-Claude Worms4
Estimated H-index: 4
,
N. Walter4
Estimated H-index: 4
+ 11 AuthorsNatalie Leys20
Estimated H-index: 20
Past space missions in low Earth orbit have demonstrated that human beings can survive and work in space for long durations. However, there are pending technological, medical and psychological issues that must be solved before adventuring into longer-duration space missions (e.g. protection against ionizing radiation, psychological issues, behaviour and performance, prevention of bone loss, etc.). Furthermore, technological breakthroughs, e.g. in life support systems and recycling technologies, ...
Published on Nov 1, 2011
Good design is important in promoting and serving the needs of the deprived. Due to the popularity of digital payment systems, charity promotion in the public environment, such as paper flag and flower selling on the street, has become more difficult. The design laboratories of The Hong Kong Polytechnic University have developed i-Give®, the first highly interactive donation system, based on an in-depth study of changing lifestyles and user behaviour. This provides a user-friendly, multimedia in...
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