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1.
The paper presents a new approach to the development of cooperative human-machine systems in the Transportation domain which is currently researched in the European project D3CoS. A necessary precondition for the acceptance of cooperative human-machine systems with shared control is the confidence and trust of the user into the system. D3CoS tackles this important issue by addressing the cooperative system as the object and the target of the system development process. This new perspective, along with corresponding innovative methods, techniques and tools, shall allow the identification of optimal task and authority sharing approaches supported by intuitive human-machine interaction and user interfaces at an early stage of system development. This will support powerful teamwork between humans and machines or between machines and machines that is transparent, intuitive and easy to understand. The paper describes the research dimensions for the development of the methods, techniques and tools as well as first results.  相似文献   

2.
Workplace accidents involving machines are relevant for their magnitude and their impacts on worker health. Despite consolidated critical statements, explanation centered on errors of operators remains predominant with industry professionals, hampering preventive measures and the improvement of production-system reliability. Several initiatives were adopted by enforcement agencies in partnership with universities to stimulate production and diffusion of analysis methodologies with a systemic approach. Starting from one accident case that occurred with a worker who operated a brake-clutch type mechanical press, the article explores cognitive aspects and the existence of traps in the operation of this machine. It deals with a large-sized press that, despite being endowed with a light curtain in areas of access to the pressing zone, did not meet legal requirements. The safety devices gave rise to an illusion of safety, permitting activation of the machine when a worker was still found within the operational zone. Preventive interventions must stimulate the tailoring of systems to the characteristics of workers, minimizing the creation of traps and encouraging safety policies and practices that replace judgments of behaviors that participate in accidents by analyses of reasons that lead workers to act in that manner.  相似文献   

3.
Unmanned (UAVs, UCAVs, and UGVs) systems still have major human factors and ergonomic challenges related to the effective design of their control interface systems, crucial to their efficient operation, maintenance, and safety. Unmanned system interfaces with a human centered approach promote intuitive interfaces that are easier to learn, and reduce human errors and other cognitive ergonomic issues with interface design. Automation has shifted workload from physical to cognitive, thus control interfaces for unmanned systems need to reduce mental workload on the operators and facilitate the interaction between vehicle and operator. Two-handed video game controllers provide wide usability within the overall population, prior exposure for new operators, and a variety of interface complexity levels to match the complexity level of the task and reduce cognitive load. This paper categorizes and provides taxonomy for 121 haptic interfaces from the entertainment industry that can be utilized as control interfaces for unmanned systems. Five categories of controllers were based on the complexity of the buttons, control pads, joysticks, and switches on the controller. This allows the selection of the level of complexity needed for a specific task without creating an entirely new design or utilizing an overly complex design.  相似文献   

4.
Many transition plans for students with learning disabilities suffer because (a) they often focus on the employment needs of students with more severe cognitive and physical disabilities and (b) they are not required until as late as 14 years old, sometimes too late for many students with learning disabilities. Lack of effective transition planning may result in inadequate postsecondary adjustment problems (e.g., under‐ or unemployment, restricted participation in community and leisure activities). The authors describe specific problems in transition planning for students with learning disabilities and offer suggestions for designing K‐12 transition plans that are uniquely suited for these students.  相似文献   

5.
All slot machines make money over time, but the payouts to the players can differ. ‘Loose’ machines pay out more than ‘tight’ machines. Gamblers (n = 1402) at Ontario slots venues were assessed using the Problem Gambling Severity Index. Their beliefs about slots were polled using the Informational Biases Scale. Problem gamblers were more likely than non-problem and at-risk gamblers to endorse the belief that ‘some slot machines keep me from winning because they are programmed to produce fewer wins than normal’. We then showed that after extensive play (60 hours), 9 out of 10 gamblers were able to correctly discriminate a ‘loose’ machine (98% payback) from a ‘tight’ machine (85% payback). Problem gamblers' assertions that there are ‘loose’ and ‘tight’ machines demonstrate a belief rooted in reality. The ability to distinguish ‘loose’ from ‘tight’ machines may be interpreted as a skill by players. Such skill, when overestimated, may lead to erroneous cognitions.  相似文献   

6.
Multiline slot machines allow for a unique outcome type referred to as a loss disguised as a win (LDW). An LDW occurs when a player gains credits on a spin, but fewer credits than their original wager (e.g. 15-cent gain on a 20-cent wager). These outcomes alter the gambler’s play experience by providing frequent, albeit smaller, credit gains throughout a playing session that are in fact net losses. Despite this negative overall value, research has shown that players physiologically respond to LDWs as if they are wins, not losses. These outcomes also create a “smoother” experience for the player that seems to promote a highly absorbing, flow-like state that we have called “dark flow”. Past research has indicated that there may be a relationship between problem gambling status and dark flow, as well as between dark flow, depression, and gambling expectancies. In this study, we sought to further understand these relationships, while examining the influence of LDWs on game preference in the context of single versus multiline slots play. We used a realistic slot machine simulator equipped with a force transducer to measure how hard players pressed the spin button following different outcomes. This measure of arousal showed that LDWs were treated similarly to small wins. Participants overwhelmingly preferred the multiline game and experienced more positive affect while playing it, compared to the single-line game. Problem gambling severity index scores were related to dark flow in both games, but this relationship was stronger for the multiline game. Additionally, depression symptomatology and dark flow were strongly correlated in the multiline game, with significant relationships between depression and gambling expectancy, and gambling expectancy and dark flow ratings also emerging.  相似文献   

7.
When implementing innovations, disturbances are very likely to take place. Disturbances are undesirable because they can lead to unwanted outcomes, such as economic losses and work overload to workers. However, they can be powerful opportunities for learning and re-designing innovations. Here, we will present activity theoretical tools for analyzing disturbances in a way that they could be used as learning opportunities. We illustrate the proposed tools by analyzing a disturbance that took place during the implementation of a project of biogas production. By interpreting the disturbance process with a network of activity systems, we found that on-farm disturbances were formed as ruptures, innovations and asynchronies originated in other activity systems. This finding suggests that disturbances are outcomes of the functioning of networks, rather than simple results of failure of individuals or technical devices. The proposed tools could be used in interventions to help practitioners and ergonomists to recognize the systemic and networked nature of problems, and therefore, realize that they may require the collaboration of actors from different activities. In this sense, disturbances may be turned into opportunities for learning and developing innovations. We conclude by discussing how the method could be used in ergonomic design and intervention.  相似文献   

8.
On multiline slot machines, ‘wins’ often amount to less than the spin wager, resulting in a monetary loss to the gambler. Nevertheless, these losses disguised as wins (LDWs) are accompanied by potentially reinforcing audiovisual feedback. A concern for gambling behaviour is whether or not players categorize LDWs as wins or losses, as miscategorization could effectively increase the reinforcement rate of these games. The purpose of this study was to evaluate whether novice gamblers psychologically miscategorize LDWs. Forty-seven novices (undergraduate students) played 200 spins on an actual slot machine with credits, then estimated how often they won. It was found that the more LDWs players were exposed to, the higher their win estimates. In a subsequent ‘think out loud’ playing session, the majority of novices also verbally miscategorized LDWs as wins. We conclude that LDWs could increase the reinforcement rate of these games, despite not increasing the payout to the gambler.  相似文献   

9.
In the U.K., the major commercial gambling activity in adolescents is the playing of slot machines (commonly known as “fruit machines”). Over the past few years, the negative effects of “fruit machine addiction” have been reported by various helping organizations (e.g. Gamblers Anonymous) and the national press, including allegations of attempted murder, suicide and prostitution as well as a wider incidence of petty crime. Fifty adolescent fruit machine players from a ‘user population’ participated in a face-to-face interview and questionnaire study examining factors in the acquisition, development and maintenance of gambling behaviour. Nine adolescent males were deemed to be pathological gamblers as measured by the American Psychiatric Association DSM-III-R diagnostic criteria, and a number of serious consequences were reported including gambling debts, truancy and stealing.  相似文献   

10.
We present two habituation experiments that examined 20‐ and 26‐month‐olds’ ability to engage in second‐order correlation learning for static and dynamic features, whereby learned associations between two pairs of features (e.g., P and Q, P and R) are generalized to the features that were not presented together (e.g., Q and R). We also present results from an associative learning mechanism that was implemented as an autoencoder parallel distributed processing (PDP) network in which second‐order correlation learning is shown to be an emergent property of the dynamics of the network. The experiments and simulation demonstrate that 20‐ and 26‐month‐olds as well as neural networks are capable of second‐order correlation learning in a category context for internal features of dynamic objects. However, the model predicts—and Experiment 3 demonstrates—that 20‐ and 26‐month‐olds are unable to encode second‐order correlations in a noncategory context for dynamic objects with internal features. It is proposed that the ability to learn second‐order correlations represents a powerful but as yet unexplored process for generalization in the first years of life.  相似文献   

11.
Slot machine wins and losses have distinctive, measurable, physiological effects on players. The contributing factors to these effects remain under-explored. We believe that sound is one of these key contributing factors. Sound plays an important role in reinforcement, and thus on arousal level and stress response of players. It is the use of sound for positive reinforcement in particular that we believe influences the player. In the current study, we investigate the role that sound plays in psychophysical responses to slot machine play. A total of 96 gamblers played a slot machine simulator with and without sound being paired with reinforcement. Skin conductance responses and heart rate, as well as subjective judgments about the gambling experience were examined. The results showed that the sound influenced the arousal of participants both psychophysically and psychologically. The sound also influenced players’ preferences, with the majority of players preferring to play slot machines that were accompanied by winning sounds. The sounds also caused players to significantly overestimate the number of times they won while playing the slot machine.  相似文献   

12.
Despite increasing research into how the structural characteristics of slot machines influence gambling behaviour there have been no experimental investigations into the effect of free-spins bonus features—a structural characteristic that is commonly central to the design of slot machines. This series of three experiments investigated the free-spins feature using slot machine simulations to determine whether participants allocate more wagers to a machine with free spins, and, which components of free-spins features drive this preference. In each experiment, participants were exposed to two computer-simulated slot machines—one with a free-spins feature or similar bonus feature and one without. Participants then completed a testing phase where they could freely switch between the two machines. In Experiment 1, participants did not prefer the machine with a simple free-spins feature. In Experiment 2 the free-spins feature incorporated additional elements such as sounds, animations, and an increased win frequency; participants preferred to gamble on this machine. The Experiment 3 “bonus feature” machine resembled the free spins machine in Experiment 2 except spins were not free; participants showed a clear preference for this machine also. These findings indicate that (1) free-spins features have a major influence over machine choice and (2) the “freeness” of the free-spins bonus features is not an important driver of preference, contrary to self-report and interview research with gamblers.  相似文献   

13.
Exploring romantic relationships is a hallmark of adolescence. As dating relationships are often new during this development trajectory, learning how to be in a relationship (e.g., learning healthy communication skills, etc.) is necessary to facilitate positive partnerships during the transition to adulthood. However, foster youth are a group routinely overlooked within the literature on developing positive and healthy relationships. This formative, exploratory study utilizes focus groups and in-depth interviews to understand foster youth perceptions of healthy and unhealthy dating relationships through a social learning theory lens. Findings explore foster youth perceptions of ideal relationships, the realities of their lived relational experiences, as well as the lessons learned that they would like to impart on future generations of foster youth. Implications for research, practice, and policy (e.g., the need for communication skill building, comprehensive sex and relationship education, as well as screenings for dating violence) are also explored.  相似文献   

14.
In this essay 1 will analyze lurii Olesha’s novel Envy (1927) as a reflex of the crisis within the Russian avant-garde. 1 will argue that Olesha’s work can be viewed as the author’s perception of the destruction of the avant-garde in the mid-twenties and its replacement by a radically different aesthetic system, i.e., Socialist Realism.

In Envy, the fatal clash between the pragmatic productivism and the earlier constructivism finds its representation in the struggle of the three machines (or constructions—postroeniia—to use the avant-garde term). These constructions are: the communal kitchen Chetvertak’; a mysterious machine, Ophelia; and Anechka Prokopovich’s bed. I argue that all the power struggles among the main characters of the novel are connected to these three machines. The main feature common to these three machines and their design is control over human life. However, if the first two—Chetvertak and Ophelia—are involved in the active struggle for power, the third—the bed—epitomizes passive aggression. The bed mocks their struggle and lies in waiting and finally devours the future discourse, because it is in the bed that the action of Envycomes to its end. Thus, 1 suggest that Chetvertak be seen as a later productionist creation, while Ophelia represents an earlier constructivist avant-garde conception. In relation to the first two machines, the bed represents socialist realism as a stagnating aesthetic vision and the dystopian pretense of paradise attained.  相似文献   

15.
The purpose of this study was to investigate the extent to which accurate estimates of payback percentages and volatility combined with prior learning, enabled players to successfully discriminate between multi-line/multi-credit slot machines that provided differing rates of reinforcement. The aim was to determine if the capacity to discriminate structural characteristics of gaming machines influenced player choices in selecting ‘favourite’ slot machines. Slot machine gambling history, gambling beliefs and knowledge, impulsivity, illusions of control, and problem solving style were assessed in a sample of 48 first year undergraduate psychology students. Participants were subsequently exposed to a choice paradigm where they could freely select to play either of two concurrently presented PC-simulated slot machines programmed to randomly differ in expected player return rates (payback percentage) and win frequency (volatility). Results suggest that prior learning and cognitions (particularly gambler’s fallacy) but not payback, were major contributors to the ability of a player to discriminate volatility between slot machines. Participants displayed a general tendency to discriminate payback, but counter-intuitively placed more bets on the slot machine with lower payback percentage rates.  相似文献   

16.
Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts for identity, rather than transforms it.  相似文献   

17.
To address the lack of empirically grounded measures of childhood sexual abuse severity, a survey of self-report items was developed following a thorough review of the childhood sexual abuse literature. An exploratory factor analysis was conducted using data collected from a convenience sample of college students that included 275 females and males with a history of childhood sexual abuse. The solution produced seven factors interpreted as the following: (a) less intrusive forms of childhood sexual abuse (e.g., sexual invitations, kissing), (b) more intrusive forms of childhood sexual abuse (e.g., oral sex, intercourse), (c) humiliation/fear, (d) childhood sexual abuse involving photography, (e) familiarity with the perpetrator, (f) physical force/rape, and (g) active digital penetration. Correlations among these factors further suggested the existence of two relatively independent second-order factors, one based on the levels of physical intrusiveness and the other composed of the psychological/emotional factors. While arguably the most common measurement of severity, physical intrusiveness had little association with critical factors such as humiliation, fear, and association with the perpetrator. Consequently, physical intrusiveness appears to be an inadequate stand-alone measure of childhood sexual abuse severity. These results are proposed to lay the groundwork for an improved, more comprehensive measure of childhood sexual abuse severity.  相似文献   

18.
To address the lack of empirically grounded measures of childhood sexual abuse severity, a survey of self-report items was developed following a thorough review of the childhood sexual abuse literature. An exploratory factor analysis was conducted using data collected from a convenience sample of college students that included 275 females and males with a history of childhood sexual abuse. The solution produced seven factors interpreted as the following: (a) less intrusive forms of childhood sexual abuse (e.g., sexual invitations, kissing), (b) more intrusive forms of childhood sexual abuse (e.g., oral sex, intercourse), (c) humiliation/fear, (d) childhood sexual abuse involving photography, (e) familiarity with the perpetrator, (f) physical force/rape, and (g) active digital penetration. Correlations among these factors further suggested the existence of two relatively independent second-order factors, one based on the levels of physical intrusiveness and the other composed of the psychological/emotional factors. While arguably the most common measurement of severity, physical intrusiveness had little association with critical factors such as humiliation, fear, and association with the perpetrator. Consequently, physical intrusiveness appears to be an inadequate stand-alone measure of childhood sexual abuse severity. These results are proposed to lay the groundwork for an improved, more comprehensive measure of childhood sexual abuse severity.  相似文献   

19.
In this paper we briefly describe the results of a 3 year project examining the use of Health Information Technologies (e.g., electronic patient record systems) to deliver integrated care. In particular, we focus on one group of patient (the frail elderly) and efforts to design an e-health supported healthcare pathway (the frail elderly pathway--FEP). The aim of FEP is to bring together clinicians and staff from health and social care and allow them to share patient information. Our findings show that progress in delivering a fully-supported and working FEP has been slow, not least because of the difficulties experienced by healthcare staff in using current IT systems. In addition, there are many strategic and technical issues which remain unresolved (e.g., systems interoperability).  相似文献   

20.
Parents, students, and program leaders involved in an in-school drug prevention program called Opening Doors were assessed for their perceptions of the efficacy of the program. In general, the feedback indicated a very high program satisfaction level from respondents with parents indicating the highest level satisfaction (92%). Areas for improvement ranged from: parent attendance, invitation process, increased support from schools, and increasing awareness of scheduling and time involvement by leaders and school administration based on program leader feedback as well as invitation process and program duration from the parents (e.g., 37% thought the program was too short). Student satisfaction may be predicted from the perceived impact of the program on significant relationships (e.g., with peers and family) as well as affective reactions to the program (e.g., enjoyment of the program). Finally, a school-level analysis indicated that the application of the Opening Doors Program in different schools was provided uniformly.  相似文献   

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