6,922 research outputs found
VDT workplace design and effects on muscle disorders and eye strain among students at an educational institute
The advancement of information technology encouraged schools, universities and other educational institutions to use visual display terminal (VDT) in conducting lectures rendering services and developing various systems. The use of personal computer (PC) and laptops are common among students. Classrooms are equipped with liquid crystal display (LCD) screens for lecturers to display their lectures for students. Many cases have not been reported because of lack of awareness and understanding on ergonomic. However, Poor ergonomics of the physical environment of VDT can cause musculoskeletal disorders (MSDs); the inappropriateness of school design may influence student achievement negatively. The viewing distance and position of the screens have been found as the main factors causing MSDs. The students’ satisfactions on VDT used in the education institute were determined. The effects of VDT workplace design parameters on muscle disorder and eye strain among students were determined. Ergonomically positions of VDT for safer and comfortable use among students were proposed. Data obtained from 215 LCD projector users and 103 desktop monitor users were analyzed using frequency tables, one sample t-test and Spearman’s rank order correlation coefficient. The frequency analysis for the level of satisfaction among LCD projector users showed that most of the users (88.4%) were satisfied with the viewing distance, and were least satisfied with the lighting(51.6%). For the monitor user, the users were highly satisfied with user/ screen position (80.6%) and least satisfied with the viewing distance (61.2%). Most of the LCD projector users (36.7%), experienced eye pain while performing study tasks on the projector screen, and the least pain were for head pain (22.8%). Most of the desktop monitor users (54.9%) were experienced head pain while performing study tasks on the monitors, and only (32%) experienced back pain. The relationship between the level of satisfaction for physical environment and MSDs was determined using Spearman’s rank order correlation coefficient. Results showed that, there were a significant and negative relationship between satisfaction of lighting and the level of back pain (rs = - 0.213, p < 0.001), head pain (rs = - 0.266, p < 0.001), neck pain (rs = - 0.119, p < 0.034) and eye pain (rs = - 0.292, p < 0.001) levels. Significant relationships were found between the level of distance satisfaction and the level of back pain (rs = - 0.148, p < 0.01) and eye pain (rs = - 0.151, p < 0.04). The results of association between satisfaction of position and MSDs pain indicated that only the relationship between satisfaction of position and the eye pain (rs = - 0.151, p < 0.005) was significant and negative. The results implied that the eye is the part of the body which is affected by all the other variables (lighting, distance, and position), but particularly more affected by problems with lighting in the study hall. In conclusion, this study has demonstrated that there is a lack of satisfaction with respect to some items within the physical environment, and there were MSDs disorders associated with VDT use, especially the lighting. These all likely to play a significant role in affecting the user’s health, and subsequently their performance. Thus providing enough lighting sources above the students and nearby the ( monitor/ p- screen), added to the windows in the classrooms and libraries. Also, ensure the proper distance like an arm's length for monitor users and (2 to 10 ) meters for the presentation screen users added to the students position directly in front of the monitor or p- screen with considering the study hall design ( sloped or flat) to provide viewing angle ( 0° to -20°), which allow the students to read the text at or slightly below eyes level, all of those are suggested to reduce the MSDs among UPM students
The Development of a Computer Operator Risk Index to Assist Computer Operators
Computer workstation ergonomics is well into its third decade of computer related injuries and disease. Numerous studies have been completed to inform the scientific and private communities of the threats that are posed when working at a computer. There are also multiple variables involved with attaining a computer related injury or disease, and any one of those variables, or a combination of those variables, may put a computer operator at risk. The purpose of this study was to develop a computer operator risk index (CORI), based on previous literature and containing risk variables approved by an expert panel, which is designed for relatively simple calculations. The four main risk variables were time, posture, stress, and environment.
This study used 100 participants (58 females and 42 males), with a mean age of 45.8 years from an age range of 20 to 64 years, who had worked at a computer for at least 1 year and worked at least three hours per day at the computer. Not only were females and males incorporated into this study, but four ethnic backgrounds as well.
Participants were asked to complete a demographic survey developed for this study, as well as a combined pain/discomfort rating chart adapted from Corlett and Bishops (1976) body chart and Borg’s (1970) CR-10 pain rating scale, a self-evaluating stress test, adapted from Yang’ (2003) self-evaluation stress test, and a Likert-type survey, which was part of the CORI form, concerning the computer operator’s work environment. The remaining sections of the CORI form were completed from observations of an expert analyst. Information contained in the demographic survey and the pain/discomfort chart was used to verify previous research that stated gender was considered a risk factor in computer operators for related illnesses or injuries. In this study Chi-Square tests showed no association (X2 = 0.036,p=0.85) in gender to show this to be true.
Data from the pain/discomfort chart was combined with data taken from the CORI form and found to show a significant difference with all four major risk variables. Time, posture, stress, and environmental measures at α=.05 , showed correlation (ρ\u3c.05) with the pain measures.
Furthermore, the demographic survey contained data stating that some participants had been previously medically diagnosed with a computer related injury or disease and those participants, using Chi-Square testing, were compared to the results produced from the CORI equation and found to have a significant difference and high correlation (X2 = 6.683, p = .01) .
From the data retrieved and calculated in this study a logistic regression model was developed that provided the expert analyst with a means with which to measure risk to computer operators. This model included the four independent variables: time, posture, stress, and environment, which are also the four main sections of the CORI form. The CORI form is recommended for initial risk screening, but is not meant to be solely dependent upon in determining the risk of a computer operator...
There are several parts of this study that in themselves may be useful. The Pain/Discomfort Rating Scale may be used to discern between severity levels of pain for computer operators, the Self-Evaluation Stress test may be used to test stress levels of computer operators, and the Computer Operator Survey may be used to collect pertinent demographic information for employers
The effect of using dual screen computer panel to the neck-shoulder muscle activity among group of students
Background: Workstation design has shift from using single monitor screen to dual monitor screens, which may impose some impacts towards the muscles activity. This study aimed to determine the effect of using dual monitor screen computer to the neck-shoulder muscle activity among computer user.
Method: This experimental study was conducted in 2015 among 28 healthy students in University Malaysia Perlis. The muscle activity of sternocleidomastoid and trapezius were recorded using surface electromyography (sEMG) as the participants perform two types of computer task: (1) proofreading task for 10 minutes (2) typing task for 20 minutes in setting; single and dual monitor screens.
Results: There was a significant reduction in the median frequency of the left trapezius muscle (t=-2.515, P=0.018). Sternocleidomastoid muscle activity for both sides also showed a significant reduction in the median frequency where right SCM (t=-2.579, P=0.016) and left SCM (t=-2.345, P=0.027). When compared between both setup of screen display, it is showed that dual screen gave a lower trend of muscle activity compared to single screen.
Conclusions: Using dual screen may results in increasing the movement frequency and reducing the static strain in the neck-shoulder muscle area
Expanding the bounds of seated virtual workspaces
Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys
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TFOS lifestyle: Impact of the digital environment on the ocular surface
Eye strain when performing tasks reliant on a digital environment can cause discomfort, affecting productivity and quality of life. Digital eye strain (the preferred terminology) was defined as “the development or exacerbation of recurrent ocular symptoms and/or signs related specifically to digital device screen viewing”. Digital eye strain prevalence of up to 97% has been reported, due to no previously agreed definition/diagnostic criteria and limitations of current questionnaires which fail to differentiate such symptoms from those arising from non-digital tasks. Objective signs such as blink rate or critical flicker frequency changes are not ‘diagnostic’ of digital eye strain nor validated as sensitive. The mechanisms attributed to ocular surface disease exacerbation are mainly reduced blink rate and completeness, partial/uncorrected refractive error and/or underlying binocular vision anomalies, together with the cognitive demand of the task and differences in position, size, brightness and glare compared to an equivalent non-digital task. In general, interventions are not well established; patients experiencing digital eye strain should be provided with a full refractive correction for the appropriate working distances. Improving blinking, optimizing the work environment and encouraging regular breaks may help. Based on current, best evidence, blue-light blocking interventions do not appear to be an effective management strategy. More and larger clinical trials are needed to assess artificial tear effectiveness for relieving digital eye strain, particularly comparing different constituents; a systematic review within the report identified use of secretagogues and warm compress/humidity goggles/ambient humidifiers as promising strategies, along with nutritional supplementation (such as omega-3 fatty acid supplementation and berry extracts)
Educational Handheld Video: Examining Shot Composition, Graphic Design, And Their Impact On Learning
Formal features of video such as shot composition and graphic design can weigh heavily on the success or failure of educational videos. Many studies have assessed the proper use of these techniques given the psychological expectations that viewers have for video programming (Hawkins et al., 2002; Kenny, 2002; Lang, Zhou, Schwardtz, Bolls, & Potter, 2000; McCain, Chilberg, & Wakshlag, 1977; McCain & Repensky, 1972; Miller, 2005; Morris, 1984; Roe, 1998; Schmitt, Anderson, & Collins, 1999; Sherman & Etling, 1991; Tannenbaum & Fosdick, 1960; Wagner, 1953). This study examined formal features within the context of the newly emerging distribution method of viewing video productions on mobile handheld devices. Shot composition and graphic design were examined in the context of an educational video to measure whether or not they had any influence on user perceptions of learning and learning outcomes. The two formal features were modified for display on 24 inch screens and on 3.5 inch or smaller screens. Participants were shown one of the four modified treatments, then presented with a test to measure whether or not the modified formal features had any impact or influence on learning outcomes from a sample of 132 undergraduate college students. No significant differences were found to occur as a result of manipulation of formal features between the treatment groups
Mental and physical workload in laparoscopic surgery
Imperial Users onl
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