113,553 research outputs found

    Understanding safety-critical interactions with a home medical device through Distributed Cognition

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    As healthcare shifts from the hospital to the home, it is becoming increasingly important to understand how patients interact with home medical devices, to inform the safe and patient-friendly design of these devices. Distributed Cognition (DCog) has been a useful theoretical framework for understanding situated interactions in the healthcare domain. However, it has not previously been applied to study interactions with home medical devices. In this study, DCog was applied to understand renal patients’ interactions with Home Hemodialysis Technology (HHT), as an example of a home medical device. Data was gathered through ethnographic observations and interviews with 19 renal patients and interviews with seven professionals. Data was analyzed through the principles summarized in the Distributed Cognition for Teamwork methodology. In this paper we focus on the analysis of system activities, information flows, social structures, physical layouts, and artefacts. By explicitly considering different ways in which cognitive processes are distributed, the DCog approach helped to understand patients’ interaction strategies, and pointed to design opportunities that could improve patients’ experiences of using HHT. The findings highlight the need to design HHT taking into consideration likely scenarios of use in the home and of the broader home context. A setting such as home hemodialysis has the characteristics of a complex and safety-critical socio-technical system, and a DCog approach effectively helps to understand how safety is achieved or compromised in such a system

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    Driving automation: Learning from aviation about design philosophies

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    Full vehicle automation is predicted to be on British roads by 2030 (Walker et al., 2001). However, experience in aviation gives us some cause for concern for the 'drive-by-wire' car (Stanton and Marsden, 1996). Two different philosophies have emerged in aviation for dealing with the human factor: hard vs. soft automation, depending on whether the computer or the pilot has ultimate authority (Hughes and Dornheim, 1995). This paper speculates whether hard or soft automation provides the best solution for road vehicles, and considers an alternative design philosophy in vehicles of the future based on coordination and cooperation

    Human Error Management Paying Emphasis on Decision Making and Social Intelligence -Beyond the Framework of Man-Machine Interface Design-

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    How latent error or violation induces a serious accident has been reviewed and a proper addressing measure of this has been proposed in the framework of decision making, emotional intelligence (EI) and social intelligence (SI) of organization and its members. It has been clarified that EI and SI play an important role in decision making. Violations frequently occur all over the world, although we definitely understand that we should not commit violations, and a secret to prevent this might exist in the enhancement of both social intelligence and reliability. The construction of social structure or system that supports organizational efforts to enhance both social intelligence and reliability would be essential. Traditional safety education emphasizes that it is possible to change attitudes or mind toward safety by means of education. In spite of this,accidents or scandals frequently occur and never decrease. These problems must be approached on the basis of the full understanding of social intelligence and limited reasonability in decision making. Social dilemma (We do not necessarily cooperate in spite of understanding its importance, and we sometimes make decision not to select cooperative behavior. Non-cooperation gives rise to a desirable result for an individual. However, if all take non-cooperative actions, undesirable results are finally induced to all.) must be solved in some ways and the transition from relief (closed) society to global (reliability) society must be realized as a whole. New social system, where cooperative relation can be easily and reliably obtained, must be constructed to support such an approach and prevent violation-based accidents

    Examining the effects of emotional valence and arousal on takeover performance in conditionally automated driving

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    In conditionally automated driving, drivers have difficulty in takeover transitions as they become increasingly decoupled from the operational level of driving. Factors influencing takeover performance, such as takeover lead time and the engagement of non-driving-related tasks, have been studied in the past. However, despite the important role emotions play in human-machine interaction and in manual driving, little is known about how emotions influence drivers’ takeover performance. This study, therefore, examined the effects of emotional valence and arousal on drivers’ takeover timeliness and quality in conditionally automated driving. We conducted a driving simulation experiment with 32 participants. Movie clips were played for emotion induction. Participants with different levels of emotional valence and arousal were required to take over control from automated driving, and their takeover time and quality were analyzed. Results indicate that positive valence led to better takeover quality in the form of a smaller maximum resulting acceleration and a smaller maximum resulting jerk. However, high arousal did not yield an advantage in takeover time. This study contributes to the literature by demonstrating how emotional valence and arousal affect takeover performance. The benefits of positive emotions carry over from manual driving to conditionally automated driving while the benefits of arousal do not

    Embodied Artificial Intelligence through Distributed Adaptive Control: An Integrated Framework

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    In this paper, we argue that the future of Artificial Intelligence research resides in two keywords: integration and embodiment. We support this claim by analyzing the recent advances of the field. Regarding integration, we note that the most impactful recent contributions have been made possible through the integration of recent Machine Learning methods (based in particular on Deep Learning and Recurrent Neural Networks) with more traditional ones (e.g. Monte-Carlo tree search, goal babbling exploration or addressable memory systems). Regarding embodiment, we note that the traditional benchmark tasks (e.g. visual classification or board games) are becoming obsolete as state-of-the-art learning algorithms approach or even surpass human performance in most of them, having recently encouraged the development of first-person 3D game platforms embedding realistic physics. Building upon this analysis, we first propose an embodied cognitive architecture integrating heterogenous sub-fields of Artificial Intelligence into a unified framework. We demonstrate the utility of our approach by showing how major contributions of the field can be expressed within the proposed framework. We then claim that benchmarking environments need to reproduce ecologically-valid conditions for bootstrapping the acquisition of increasingly complex cognitive skills through the concept of a cognitive arms race between embodied agents.Comment: Updated version of the paper accepted to the ICDL-Epirob 2017 conference (Lisbon, Portugal

    The design with intent method: A design tool for influencing user behaviour

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    The official published version can be found at the link below.Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process
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