3,100 research outputs found

    Design of Equipment Rack with TRIZ Method to Reduce Searching Time in Change Over Activity (Case Study : PT. Jans2en Indonesia)

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    Janssen is a manufacturing plant that works in furniture assembly. Component shortages often occurs, it will cause the increase of work in process (WIP) in assembly section. In previous studies, we analyze the root causes with FMEA and then it is resulted that router section is the constraint of the system. There are many non value added activities such as searching and transportation caused by a messy condition of work places and the devices that aren’t put in the right place. The impact is that the time allocated for every change over is higher than before. There are many components that are worked by the router section, so improvements are needed to minimize changes in over time. 5S method and the use of a new design of rack by TRIZ method are suggested for fixing the conditions of work environment. It is expected to eliminate non value added activities and changes in over time. Result shows that we can reduce non value activities in change over of regular components up to 41% and the elimination of this time is 41,6%. The non value activities in changeover of new items is 36,6% and this elimination of time is 53,3%. Key word : change over, kaizen, design, TRIZ metho

    Driver’s Distraction and Understandability of Using GPS Navigation

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    GPS navigation is available on smartphone application providing turn-by-turn navigation instruction on smartphones and the distraction from GPS usage while driving also became an issue. In this paper, we present the strategy to mitigate the level of distraction by manipulating the type of display visual (2D and 3D) and placement (right, steer and left). We conducted field experiments in left-hand real traffic with 12 subjects. Our result illustrated that 3D conditions implied much fewer frequency of eye glances (FOG) than 2D conditions. Furthermore, steer conditions has much higher FOG than right and left placement conditions, but we found no significant effects on the ease of understanding (EOU) for visual display difference and the number of error for all conditions

    Digital Mental Health and Social Connectedness

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    A detailed understanding of the mental health needs of people from refugee backgrounds is crucial for the design of inclusive mental health technologies. We present a qualitative account of the digital mental health experiences of women from refugee backgrounds. Working with community members and community workers of a charitable organisation for refugee women in the UK, we identify social and structural challenges, including loneliness and access to mental health technologies. Participants' accounts document their collective agency in addressing these challenges and supporting social connectedness and personal wellbeing in daily life: participants reported taking part in community activities as volunteers, sharing technological expertise, and using a wide range of non-mental health-focused technologies to support their mental health, from playing games to supporting religious practices. Our findings suggest that, rather than focusing only on individual self-care, research also needs to leverage community-driven approaches to foster social mental health experiences, from altruism to connectedness and belonging

    Body-Borne Computers as Extensions of Self

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    The opportunities for wearable technologies go well beyond always-available information displays or health sensing devices. The concept of the cyborg introduced by Clynes and Kline, along with works in various fields of research and the arts, offers a vision of what technology integrated with the body can offer. This paper identifies different categories of research aimed at augmenting humans. The paper specifically focuses on three areas of augmentation of the human body and its sensorimotor capabilities: physical morphology, skin display, and somatosensory extension. We discuss how such digital extensions relate to the malleable nature of our self-image. We argue that body-borne devices are no longer simply functional apparatus, but offer a direct interplay with the mind. Finally, we also showcase some of our own projects in this area and shed light on future challenges

    A Prototype of MyoWare (Electromyography Muscle Sensor) for Measuring People’s Muscle Strengths

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    Human-Computer Interaction (HCI) becomes a solution to help humans connect with computers. Research and tools related to HCI have been developed by many researchers. HCI is able to help humans connect between humans and computers and humans with humans at a considerable distance. One of HCI model is applied to the MyoWare tool that can capture hand muscle movements using an electromyograph (EMG) sensor. This article describes how to assemble and identify the raw data generated from the MyoWare tool. Using MyoWare on the hand could produce EMG data output. MyoWare only used the EMG sensor and generated data in the form of Envelope EMG and Raw EMG which differed in scale and size. This required a extraction features process to make the data uniform. This study uses the Moment Invariant method to extract features and min-max to normalize each data generated on the MyoWare sensor. Testing was done by doing simple hand movements. The test results showed that the differences in gestures were recognized well even though they were performed in different positions

    A Reflection on Virtual Reality Design for Psychological, Cognitive & Behavioral Interventions: Design Needs, Opportunities & Challenges

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    Despite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholders’ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design

    Emotional self-regulation of individuals with autism spectrum disorders: smartwatches for monitoring and interaction

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    In this paper, we analyze the needs of individuals with Autism Spectrum Disorders (ASD) to have a pervasive, feasible and non-stigmatizing form of assistance in their emotional self-regulation, in order to ease certain behavioral issues that undermine their mental health throughout their life. We argue the potential of recent widespread wearables, and more specifically smartwatches, to achieve this goal. Then, a smartwatch system that implements a wide range of self-regulation strategies and infers outburst patterns from physiological signals and movement is presented, along with an authoring tool for smartphones that is to be used by caregivers or family members to create and edit these strategies, in an adaptive way. We conducted an intensive experiment with two individuals with ASD who showed varied, representative behavioral responses to their emotional dysregulation. Both users were able to employ effective, customized emotional self-regulation strategies by means of the system, recovering from the majority of mild stress episodes and temper tantrums experienced in the nine days of experiment in their classroomThis work has been partially funded by the projects “e-Training y e-Coaching para la integración socio—laboral” (TIN2013-44586-R) and “eMadrid-CM: Investigación y Desarrollo de Tecnologías Educativas en la Comunidad de Madrid” (S2013/ICE-2715). It has been also funded by Fundación Orange during the early stages of the project “Tic-Tac-TEA: Sistema de asistencia para la autorregulación emocional en momentos de crisis para personas con TEA mediante smartwatches

    Putting the horse before the cart: formulating and exploring methods for studying cognitive technology

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    The First International Conference on Cognitive Technology (CT'95, Hong Kong, 1995) explored a radically new way of thinking about the impact computer technology has on humans, especially on the human mind. Our main aim at that time was a consideration of these effects with respect to rendering the interface between people and computers more humane. And we exemplified our approach by pointing to existing trends and tendencies in the vast new loosely organized field of research often referred to as `HCI' (`human computer interaction'; the replacement for the politically and factually `incorrect' MMI, `man machine interface')published_or_final_versio
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