7,419 research outputs found

    Effects of Great Barrier Reef Degradation on Recreational Demand: A Contingent Behaviour Approach

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    Degradation of coral reefs may affect the number of tourists visiting the reef and, consequently, the economic sectors that rely on healthy reefs for their income generation. A Contingent Behaviour approach is used to estimate the effect of reef degradation on demand for recreational dive and snorkel trips, for a case study of the Great Barrier Reef (GBR) in Australia. We assessed how reef degradation affects GBR tourism and to what extent reef-trip demand depends on the visitors’ socio-economic characteristics. A count data model is developed, and results indicate that an average visitor would undertake about 60% less reef trips per year given a combined 80%, 30% and 70% decrease in coral cover, coral diversity and fish diversity, respectively. This corresponds to a decrease in tourism expenditure for reef trips to the Great Barrier Reef Marine Park of about A$ 136 million per year.Coral Reef, Recreation, Contingent Behaviour Model, Count Data Models

    Augmenting objects at home through programmable sensor tokens: A design journey

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    End-user development for the home has been gaining momentum in research. Previous works demonstrate feasibility and potential but there is a lack of analysis of the extent of technology needed and its impact on the diversity of activities that can be supported. We present a design exploration with a tangible end-user toolkit for programming smart tokens embedding different sensing technologies. Our system allows to augment physical objects with smart tags and use trigger-action programming with multiple triggers to define smart behaviors. We contribute through a field-oriented study that provided insights on (i) household's activities as emerging from people's lived experience in terms of high-level goals, their ephemerality or recurrence, and the types of triggers, actions and interactions with augmented objects, and (ii) the programmability needed for supporting desired behaviors. We conclude that, while trigger action covers most scenarios, more advanced programming and direct interaction with physical objects spur novel uses.This work was supported by the 2015 UC3M Mobility Grant, the Spanish Ministry of Economy and Competitivity (TIN2014-56534-R, CREAx) and by the Academy of Finland (286440, Evidence)

    Optimizing The Design Of Multimodal User Interfaces

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    Due to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information presentation (e.g., via which modalities) to capitalize on an individual operator\u27s information processing capabilities and the inherent efficiencies associated with redundant sensory information, thereby alleviating information overload. The present effort addresses this issue by proposing a theoretical framework (Architecture for Multi-Modal Optimization, AMMO) from which multimodal display design guidelines and adaptive automation strategies may be derived. The foundation of the proposed framework is based on extending, at a functional working memory (WM) level, existing information processing theories and models with the latest findings in cognitive psychology, neuroscience, and other allied sciences. The utility of AMMO lies in its ability to provide designers with strategies for directing system design, as well as dynamic adaptation strategies (i.e., multimodal mitigation strategies) in support of real-time operations. In an effort to validate specific components of AMMO, a subset of AMMO-derived multimodal design guidelines was evaluated with a simulated weapons control system multitasking environment. The results of this study demonstrated significant performance improvements in user response time and accuracy when multimodal display cues were used (i.e., auditory and tactile, individually and in combination) to augment the visual display of information, thereby distributing human information processing resources across multiple sensory and WM resources. These results provide initial empirical support for validation of the overall AMMO model and a sub-set of the principle-driven multimodal design guidelines derived from it. The empirically-validated multimodal design guidelines may be applicable to a wide range of information-intensive computer-based multitasking environments

    Improving Trauma Team Process and Performance through Simulation

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    According to the National Trauma Institute [NTI] (2014), trauma accounts for 41 million United States emergency department visits and 2.3 million hospital admissions. It is the leading cause of death in people age 1-46 years and is the third leading cause of death overall. Doumouras, Keshet, Nathens, Ahmed, and Hicks (2014) reported that errors in trauma resuscitation can be linked to deficiencies in trauma team processes and performance. These deficiencies were found in a level II trauma center in a small Midwestern city. This project was developed to provide evidence-based team training strategies to improve the care of the trauma patient at the facility. Simulation was chosen as the method of instrnction, based on the theoretical framework provided by Bandura\u27s Social Learning Theory and Taimer\u27s Model of Clinical Judgment. A comprehensive literature review was conducted to identify evidence-based strategies for simulation program development. The evidence was presented to the key stakeholders at the facility in order to gain feedback and fmther recommendations for the project. This project directly impacted nursing as it addressed knowledge, skills and attitudes of each of the six core competencies for graduate nurses, as identified by the Quality and Safety Education for Nurses [QSEN] initiative (QSEN, 2014

    The biggest business process management problems to solve before we die

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    It may be tempting for researchers to stick to incremental extensions of their current work to plan future research activities. Yet there is also merit in realizing the grand challenges in one’s field. This paper presents an overview of the nine major research problems for the Business Process Management discipline. These challenges have been collected by an open call to the community, discussed and refined in a workshop setting, and described here in detail, including a motivation why these problems are worth investigating. This overview may serve the purpose of inspiring both novice and advanced scholars who are interested in the radical new ideas for the analysis, design, and management of work processes using information technology

    An Augmented Interaction Strategy For Designing Human-Machine Interfaces For Hydraulic Excavators

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    Lack of adequate information feedback and work visibility, and fatigue due to repetition have been identified as the major usability gaps in the human-machine interface (HMI) design of modern hydraulic excavators that subject operators to undue mental and physical workload, resulting in poor performance. To address these gaps, this work proposed an innovative interaction strategy, termed “augmented interaction”, for enhancing the usability of the hydraulic excavator. Augmented interaction involves the embodiment of heads-up display and coordinated control schemes into an efficient, effective and safe HMI. Augmented interaction was demonstrated using a framework consisting of three phases: Design, Implementation/Visualization, and Evaluation (D.IV.E). Guided by this framework, two alternative HMI design concepts (Design A: featuring heads-up display and coordinated control; and Design B: featuring heads-up display and joystick controls) in addition to the existing HMI design (Design C: featuring monitor display and joystick controls) were prototyped. A mixed reality seating buck simulator, named the Hydraulic Excavator Augmented Reality Simulator (H.E.A.R.S), was used to implement the designs and simulate a work environment along with a rock excavation task scenario. A usability evaluation was conducted with twenty participants to characterize the impact of the new HMI types using quantitative (task completion time, TCT; and operating error, OER) and qualitative (subjective workload and user preference) metrics. The results indicated that participants had a shorter TCT with Design A. For OER, there was a lower error probability due to collisions (PER1) with Design A, and lower error probability due to misses (PER2)with Design B. The subjective measures showed a lower overall workload and a high preference for Design B. It was concluded that augmented interaction provides a viable solution for enhancing the usability of the HMI of a hydraulic excavator

    Integrating Multiple Alarms & Driver Situation Awareness

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    This study addresses this gap in CAS and intelligent alarm research by examining whether or not a single master alarm warning versus multiple warnings for the different collision warning systems conveys adequate information to the drivers. Intelligent driver warning systems signaling impending frontal and rear collisions, as well as unintentional lane departures were used in this experiment, and all the warnings were presented to drivers through the auditory channel only. We investigated two critical research questions in this study: 1. Do multiple intelligent alarms as opposed to a single master alarm affect drivers’ recognition, performance, and action when they experience a likely imminent collision and unintentional lane departure? 2. Is driver performance and overall situation awareness under the two different alarm alerting schemes affected by reliabilities of the warning systems?Prepared For Ford Motor Compan
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