1,250 research outputs found

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 359)

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    This bibliography lists 164 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during Jan. 1992. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    Aerospace medicine and biology: A cumulative index to a continuing bibliography (supplement 384)

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    This publication is a cumulative index to the abstracts contained in Supplements 372 through 383 of Aerospace Medicine and Biology: A Continuing Bibliography. It includes seven indexes: subject, personal author, corporate source, foreign technology, contract number, report number, and accession number

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 379)

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    This bibliography lists 305 reports, articles, and other documents introduced into the NASA Scientific and Technical Information System during Sep. 1993. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    Architecture of Social Learning and Knowing: Using Social Learning and Knowing Perspectives and Design Thinking to Frame and Create Change in a Workplace Redesign Project

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    There is a consensus among many theorists and practitioners from the fields of architecture, learning, and organizations that the ability to orchestrate learning and knowledge practices in the workplace creates potential for new and valuable ideas to emerge. However, due to the changing nature of the learning and knowing landscape in the knowledge economy, the role of the physical space pertaining to learning and knowing practices needs to be reexamined. To do so, and to make theories of learning and knowledge relevant to the physical space, this research study (1) uses a strand of theories and perspectives emerged in the past 30 years that frames learning and knowing as social and situated processes as opposed to strictly cognitive functions; and (2) complements the aforementioned theories and perspectives with architects’ and environmental design researchers’ normative views and empirical findings about the physicality of places that are supportive of learning and knowing practices. This theoretical and practical plug-and-play between the two realms of knowledge resulted in the dissertation’s research question: Can we impact boundary mechanisms, as practices or artifacts that can be the source of continuity across various social unites in an organization, through ‘physical space’ and the process of ‘making the physical space’? To address the research question, this dissertation proposes ‘architecture of social learning and knowing’ as a trinary solution comprised of (1) design thinking methodology as a form of action research, rooted in the neo-pragmatic philosophy, for cultivating sustainable change in an organization’s learning and knowledge practices or producing new ones from scratch; (2) a toolset that combines people-space analytics, ethnographic research methods, and ethnographic thick description to not only map and record the change in users’ work practices, but also encourage their engagement as a way of generating insights; and (3) a theoretical lens inspired by social theories of learning and knowing for framing and understanding the change in the organization. This study was conducted in the Milwaukee office of a national architecture firm where the redesign of the workplace was framed as an opportunity to rethink the way work happens. A total of 63 people participated in different phases of a design thinking process to re-imagine their workplace of the future. During the earlier phases of the process, a series of empathy-building exercises and workshops were conducted to generate insights for participatory ideation. After studying the options generated during ideation, a full-scale prototype or mock-up of the new workplace was designed and built in an area as large as 8000 sqf inside the office. Using a combination of sensor-network technology and location tracking, participants’ social networks and spatial behavior were mapped before and after installing the mock-up to study the potential change in the quantity and quality of the organization’s boundary mechanisms. Results from the mapping study showed a significant increase in the employees’ brokering behavior and space utilization as well as change in certain groups of users’ spatial behavior after installing the mock-up. These results were then shared and discussed with a smaller group of participants to make sense of the changes captured during the mapping study. Eventually, the thick description revealed the emergence of four types of peripheral participation as different forms of boundary mechanisms. The first set of findings showed that workplace redesign project had had an impact on participants’ types of interactions and not the quantity of their interactions. In other words, after installing the mock-up, the quantity of interactions did not increase, yet more people manifested brokering behavior. The second set of findings indicated that in cultivating new learning and knowledge practices, the impact of making-process preceded the impact of product. The study showed that some new learning and knowing practices were often negotiated and created during the participatory and emancipatory process of ‘making’ the physical space. It was during this phase that users were empowered to challenge existing practices and were equipped to imagine different ways of conducing work. Consequently, on the methodological level, design thinking was discussed as a refined version of action research with a focus on the neo-pragmatic human inquiry and producing new systems from scratch. Finally, in addition to the framing of the architecture of social learning and knowing, this research advances the social theories of learning and knowing by introducing new constructs, expands the action research method by incorporating the element of design into its framing, and contributes to the literature on the planning and design of work environments by introducing a shift from network view to community view in understanding workplace important outcomes

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 356)

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    This bibliography lists 192 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during November 1991. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 407)

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    This bibliography lists 289 reports, articles and other documents announced in the NASA Scientific and Technical Information System during Nov. 1995. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird
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