737 research outputs found

    Fundamental understanding and future guidance for handheld computers in the rail industry

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    Advances in mobile computing technology and software applications have led to an expansion in potential uses for handheld computers for various tasks. One strong application area is in maintenance and inspection. Network Rail has been progressively developing and applying handheld computers to field-based maintenance and inspection operations, with the aims of improving work productivity and quality, and personal and system safety. However, it is clear that these aims so far have been achieved with varying degrees of success. Handheld computer devices have the potential to enhance the procedure of performing the tasks in many different ways. However, the current handheld computers introduced to maintenance and inspection tasks in Network Rail have principally been designed as data entry tools and in most cases the primary objective is to reduce the amount of paper work and the associated costs and errors. This highlights the need for fundamental research into the ways in which handheld computer technologies should be specified, designed and implemented for effective use in a complex distributed environment such as the rail industry. The main purpose of this research was to study the applications of handheld computers in the rail industry and to generate a set of design principles for development of future systems within Network Rail. The findings of this research have contributed to the identification of human factors principles that need to be considered for design and implementation of successful handheld computer applications. A framework was also developed to summarise and organise information and functional requirements of maintenance workers. Investigating maintenance workers’ requirements through interviews and observations emphasised the importance of rail specific spatial information and the benefits of providing this knowledge to maintenance workers through a mobile computing device which is portable and easy to use. However, displaying rail specific spatial information on the small screen of a handheld computer introduces various HCI issues and challenges. These were addressed in part through a programme of experiments, and therefore the final section of this research focused on examining fundamental aspects of presenting rail specific spatial information on handheld computer screens. The main findings from different stages of this research have been collated into a set of recommendations for design and development of usable and useful applications for handheld computer devices in the rail industry

    An intelligent framework and prototype for autonomous maintenance planning in the rail industry

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    This paper details the development of the AUTONOM project, a project that aims to provide an enterprise system tailored to the planning needs of the rail industry. AUTONOM extends research in novel sensing, scheduling, and decision-making strategies customised for the automated planning of maintenance activities within the rail industry. This paper sets out a framework and software prototype and details the current progress of the project. In the continuation of the AUTONOM project it is anticipated that the combination of techniques brought together in this work will be capable of addressing a wider range of problem types, offered by Network rail and organisations in different industries

    A review of key planning and scheduling in the rail industry in Europe and UK

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    Planning and scheduling activities within the rail industry have benefited from developments in computer-based simulation and modelling techniques over the last 25 years. Increasingly, the use of computational intelligence in such tasks is featuring more heavily in research publications. This paper examines a number of common rail-based planning and scheduling activities and how they benefit from five broad technology approaches. Summary tables of papers are provided relating to rail planning and scheduling activities and to the use of expert and decision systems in the rail industry.EPSR

    Screening Play: Rules, Wares, and Representations in “Realistic” Video Games

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    In highlighting the apparatus as the keystone for the magic circle of video gaming, we displace players—the subject of ludology—and “text”—the subject of narratology. This is not to deny the importance of players’ agency or the meanings of texts in video gaming; rather it is to reconsider these with regard to the screening of player from played inherent in the gaming apparatus. To better understand the situation of homo ludens in these more mediated play spaces, we turn to Jacques Lacan’s account of “split” subjectivity and retread it by explaining how it may well explain the operation of a magic circle spanning three dimensions of screen-play: rules (Symbolic dimension), representations (Imaginary dimension), and wares (Real dimension). In the end, we come around to the other space of Huizinga’s theory—the connections with the non-game world—to show that the value of video game play is also found beyond the apparatus, that the experience and enjoyment of video games are affected in part by social reality and, in turn, social reality is being affected by the experience and enjoyment of video games. Arriving at this point by first theorizing the video game apparatus, however, highlights matters of video game design more so than issues of audience or textual analysis. To illustrate this perspective, we conclude by defining three ways to analyze video games in terms of “realism,” proposing three types of video game realism: representational, simulative, and inverse.

    Inventory of ATT system requirements for elderly and disabled drivers and travellers

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    This Inventory of ATT System Requirements for Elderly and Disabled Drivers and Travellers is the product of the TELSCAN project’s Workpackage 3: Identification and Updating of User Requirements of Elderly and Disabled Travellers. It describes the methods and tools used to identify the needs of elderly and disabled (E&D) travellers. The result of this investigation is a summary of the requirements of elderly and disabled travellers using different modes of transport, including private cars, buses/trams, metros/trains, ships and airplanes. It provides a generic user requirements specification which can guide the design of all transport telematics systems. However, it is important to stress that projects should also capture a more detailed definition of user requirements for their specific application area or system

    License to Supervise:Influence of Driving Automation on Driver Licensing

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    To use highly automated vehicles while a driver remains responsible for safe driving, places new – yet demanding, requirements on the human operator. This is because the automation creates a gap between drivers’ responsibility and the human capabilities to take responsibility, especially for unexpected or time-critical transitions of control. This gap is not being addressed by current practises of driver licensing. Based on literature review, this research collects drivers’ requirements to enable safe transitions in control attuned to human capabilities. This knowledge is intended to help system developers and authorities to identify the requirements on human operators to (re)take responsibility for safe driving after automation

    Information Technology and Human Factors to Enhance Design and Constructability Review Processes in Construction

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    abstract: Emerging information and communication technology (ICT) has had an enormous effect on the building architecture, engineering, construction and operation (AECO) fields in recent decades. The effects have resonated in several disciplines, such as project information flow, design representation and communication, and Building Information Modeling (BIM) approaches. However, these effects can potentially impact communication and coordination of the virtual design contents in both design and construction phases. Therefore, and with the great potential for emerging technologies in construction projects, it is essential to understand how these technologies influence virtual design information within the organizations as well as individuals’ behaviors. This research focusses on understanding current emerging technologies and its impacts on projects virtual design information and communication among projects stakeholders within the AECO organizations.Dissertation/ThesisDoctoral Dissertation Civil and Environmental Engineering 201

    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

    Learning Spaces

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    Edited by Diana G. Oblinger. Includes a chapter by former College at Brockport Faculty member Joan K. Lippincott: Linking the Information Commons to learning. Space, whether physical or virtual, can have a significant impact on learning. Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success.https://digitalcommons.brockport.edu/bookshelf/1077/thumbnail.jp
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