4 research outputs found

    Ready Worker One? High-Res VR for the Home Office

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    Many employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces into spacious, productive virtual offices, but hardware challenges---such as low resolution---have prevented this from becoming a reality. Now that hardware issues are being overcome, we are able to investigate the suitability of VR for daily work. To do so, we (1) studied the physical space that users typically dedicate to home offices and (2) conducted an exploratory study of users working in VR for one week. For (1) we used digital ethnography to study 430 self-published images of software developer workstations in the home, confirming that developers faced myriad space challenges. We used speculative design to re-envision these as VR workstations, eliminating many challenges. For (2) we asked 10 developers to work in their own home using VR for about two hours each day for four workdays, and then interviewed them. We found that working in VR improved focus and made mundane tasks more enjoyable. While some subjects reported issues---annoyances with the fit, weight, and umbilical cord of the headset---the vast majority of these issues seem to be addressable. Together, these studies show VR technology has the potential to address many key problems with home workstations, and, with continued improvements, may become an integral part of creating an effective workstation in the home

    Ready Worker One? High-Res VR for the Home Office

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    This work is licensed under a Creative Commons Attribution International 4.0 License. https://creativecommons.org/licenses/by/4.0/Many employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces into spacious, productive virtual offices, but hardware challenges—such as low resolution—have prevented this from becoming a reality. Now that hardware issues are being overcome, we are able to investigate the suitability of VR for daily work. To do so, we (1) studied the physical space that users typically dedicate to home offices and (2) conducted an exploratory study of users working in VR for one week. For (1) we used digital ethnography to study 430 self-published images of software developer workstations in the home, confirming that developers faced myriad space challenges. We used speculative design to re-envision these as VR workstations, eliminating many challenges. For (2) we asked 10 developers to work in their own home using VR for about two hours each day for four workdays, and then interviewed them. We found that working in VR improved focus and made mundane tasks more enjoyable. While some subjects reported issues—annoyances with the fit, weight, and umbilical cord of the headset—the vast majority of these issues seem to be addressable. Together, these studies show VR technology has the potential to address many key problems with home workstations, and, with continued improvements, may become an integral part of creating an effective workstation in the home.NSERC, Discovery Grant 2016-04422

    Detection, recuperation and cross-subject classification of mental fatigue

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    La fatigue mentale est un Ă©tat complexe qui rĂ©sulte d'une activitĂ© cognitive prolongĂ©e. Les symptĂŽmes de la fatigue mentale inclus des changements d'humeur, de motivation et une dĂ©tĂ©rioration temporaire de diverses fonctions cognitives. Plusieurs recherches approfondies ont Ă©tĂ© menĂ©es pour dĂ©velopper des mĂ©thodes de reconnaissance des signes physiologiques et psychophysiologiques de la fatigue mentale. Les signes psychophysiologiques concernent principalement signaux d'activitĂ© cĂ©rĂ©brale et leur relation avec la psychologie et la cognition. Celles-ci ont permise le dĂ©veloppement de nombreux modĂšles basĂ©s sur l'IA pour classer diffĂ©rents niveaux de fatigue, en utilisant des donnĂ©es extraites d'un appareil eye-tracking, d'un Ă©lectroencĂ©phalogramme (EEG) pour mesurer l’activitĂ© cĂ©rĂ©brale ou d'un Ă©lectrocardiogramme (ECG) pour mesurer l’activitĂ© cĂ©rĂ©brale. Dans cette mĂ©moire, nous prĂ©sentons le protocole expĂ©rimental et dĂ©veloppĂ© par mes directeurs de recherche et moi-mĂȘme, qui vise Ă  la fois Ă  gĂ©nĂ©rer et mesurer la fatigue mentale, et Ă  proposer des stratĂ©gies efficaces de rĂ©cupĂ©ration via des sĂ©ances de rĂ©alitĂ© virtuelle couplĂ©es Ă  des dispositifs EEG et eye tracking. RĂ©ussir Ă  gĂ©nĂ©rer de la fatigue mentale est nĂ©cessaire pour gĂ©nĂ©rer un ensemble de donnĂ©es suivant l’évolution de la fatigue et de la rĂ©cupĂ©ration au cours de l’expĂ©rience, et sera Ă©galement utilisĂ© pour classer diffĂ©rents niveaux de fatigue Ă  l’aide de l’apprentissage automatique. Cette mĂ©moire fournit d'abord un Ă©tat de l'art complet des facteurs prĂ©dictifs de la fatigue mentale, des mĂ©thodes de mesure et des stratĂ©gies de rĂ©cupĂ©ration. Ensuite, l'article prĂ©sente un protocole expĂ©rimental rĂ©sultant de l'Ă©tat de l'art pour (1) gĂ©nĂ©rer et mesurer la fatigue mentale et (2) Ă©valuer l'efficacitĂ© de la thĂ©rapie virtuelle pour la rĂ©cupĂ©ration de la fatigue, (3) entrainer un algorithme d'apprentissage automatique sur les donnĂ©es EEG pour classer 3 niveaux de fatigue diffĂ©rents en utilisant un environnement simulĂ© de rĂ©alitĂ© virtuelle (VR). La thĂ©rapie virtuelle est une technique favorisant la relaxation dans un environnement simulĂ© virtuel et interactif qui vise Ă  rĂ©duire le stress. Dans notre travail, nous avons rĂ©ussi Ă  gĂ©nĂ©rer de la fatigue mentale en accomplissant des tĂąches cognitives dans un environnement virtuel. Les participants ont montrĂ© une diminution significative du diamĂštre de la pupille et du score thĂȘta/alpha au cours des diffĂ©rentes tĂąches cognitives. Le score alpha/thĂȘta est un indice EEG qui suit les fluctuations de la charge cognitiveet de la fatigue mentale. Divers algorithmes d'apprentissage automatique ont Ă©tĂ© formĂ©s et testĂ©s sur des segments de donnĂ©es EEG afin de sĂ©lectionner le modĂšle qui s'ajuste le mieux Ă  ces donnĂ©es en ce qui concerne la mĂ©trique d'Ă©valuation "prĂ©cision Ă©quilibrĂ©e" et "f1". Parmi les 8 diffĂ©rents classificateurs, le SVM RBF a montrĂ© les meilleures performances avec une prĂ©cision Ă©quilibrĂ©e de 95 % et une valeur de mesure f de 0,82. La prĂ©cision Ă©quilibrĂ©e fournit une mesure prĂ©cise de la performance dans le cas de jeu de donnĂ©es dĂ©sĂ©quilibrĂ©es, en tenant compte de la sensibilitĂ© et de la spĂ©cificitĂ©, et le f-score est une mesure d'Ă©valuation qui combine les scores de prĂ©cision et de rappel. Finalement, nos rĂ©sultats montrent que le temps allouĂ© Ă  la thĂ©rapie virtuelle n'a pas amĂ©liorĂ© le diamĂštre pupillaire en pĂ©riode post-relaxation. D'autres recherches sur l'impact de la thĂ©rapie devraient consacrer un temps plus proche du temps de rĂ©cupĂ©ration standard de 60 min.Mental fatigue is a complex state that results from prolonged cognitive activity. Symptoms of mental fatigue can include change in mood, motivation, and temporary deterioration of various cognitive functions involved in goal-directed behavior. Extensive research has been done to develop methods for recognizing physiological and psychophysiological signs of mental fatigue. Psychophysiological signs are mostly concern with patterns of brain activity and their relation to psychology and cognition. This has allowed the development of many AI-based models to classify different levels of fatigue, using data extracted from eye-tracking devices, electroencephalogram (EEG) measuring brain activity, or electrocardiogram (ECG) measuring cardiac activity. In this thesis, we present the experimental protocol developed by my research directors and I, which aims to both generate/measure mental fatigue and provide effective strategies for recuperation via VR sessions paired with EEG and eye-tracking devices. Successfully generating mental fatigue is crucial to generate a time-series dataset tracking the evolution of fatigue and recuperation during the experiment and will also be used to classify different levels of fatigue using machine learning. This thesis first provides a state-of-the-art of mental fatigue predictive factors, measurement methods, and recuperation strategies. The goal of this protocol is to (1) generate and measure mental fatigue, (2) evaluate the effectiveness of virtual therapy for fatigue recuperation, using a virtual reality (VR) simulated environment and (3) train a machine learning algorithm on EEG data to classify 3 different levels of fatigue. Virtual therapy is relaxation promoting technique in a virtual and interactive simulated environment which aims to reduce stress. In our work, we successfully generated mental fatigue through completion of cognitive tasks in a virtual simulated environment. Participants showed significant decline in pupil diameter and theta/alpha score during the various cognitive tasks. The alpha/theta score is an EEG index tracking fluctuations in cognitive load and mental fatigue. Various machine learning algorithm candidates were trained and tested on EEG data segments in order to select the classifier that best fits EEG data with respect to evaluation metric ‘balanced accuracy’ and 'f1-measures'. Among the 8 different classifier candidates, RBF SVM showed the best performance with 95% balanced accuracy 0.82 f-score value and on the validation set, and 92% accuracy and 0.90 f-score on test set. Balanced accuracy provides an accurate measure of performance in the case of imbalanced data, considering sensitivity and specificity and f-score is an evaluation metric which combines precision and recall scores. Finally, our results show that the time allocated for virtual therapy did not improve pupil diameter in the post-relaxation period. Further research on the impact of relaxation therapy should allocate time closer to the standard recovery time of 60 min

    An investigation into fatigue prevalence amongst citrus packhouse sorters in the Eastern Cape province of South Africa

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    Background: South Africa is the second most influential exporter of citrus fruits internationally and holds a pivotal role in economic revenue for the country. Rural areas, such as the Sundays River Valley in the Eastern Cape province of South Africa, contribute to the country’s citrus production. Many women depend on citrus packhouses for employment as citrus sorters. As humans perceive certain defects in citrus fruits more accurately than machines, these sorters must identify and manually remove any fruit that does not conform with export requirements. Citrus sorters are exposed to numerous physical and cognitive stressors during the task while faced with organizational challenges, such as shift work and long working hours. Therefore, the potential for fatigue development is anticipated. Given the multifactorial nature of fatigue and the negative consequences it may have on workers, it also has the potential to impede the accuracy of the sorting performance. Stringent disciplinary action for the entire South African citrus industry may be of consequence if nonconforming or pest-infested fruit is missed by citrus sorters and exported to foreign countries. This study aimed to investigate the prevalence of fatigue among citrus sorters in a citrus packhouse in the Sundays River Valley of the Eastern Cape throughout a citrus harvesting season and to identify factors that may contribute towards fatigue development. Methods: The research design utilized a crosssectional, two-part approach that applied mixed methods. Part one was administered once-off, incorporating demographic, work-, and non-work-related questions. Part two was a self-developed repeated measures assessment comprising close-ended contextual questions, the Modified Fatigue Impact Scale, and the Karolinska Sleepiness Scale. Environmental and work output data were also recorded. Results: Citrus sorters (n= 35) recorded a mean MFIS score of 39.35 throughout the harvest season, which was above the prescribed fatigue threshold (38). However, there was no significant difference in fatigue ratings over time (p= 0.122). Day shift workers exceeded the fatigue threshold for the entire season compared to night shift workers, who only exceeded it in the last two weeks. The physical, cognitive, and psychosocial subscales found no significant difference in fatigue scores, although physical fatigue recorded the highest scores across all weeks and displayed a significant difference over time. Overall, participants, on average, perceived to be “neither sleepy nor alert” over the season. However, eight participants (22%) recorded sleepiness scores ii exceeding the excessive sleepiness threshold of seven. Educational levels, health status, work-pace, and the number of family dependents significantly contributed to fatigue development, albeit a weak correlation. Discussion: Sorters were perceived to be fatigued from week three till the end of the study; however, there was no variation in fatigue scores over time. An accumulation of physical fatigue over time was revealed where prolonged standing, repetitive work, and irregular working postures may have contributed. Night shift workers did not receive the recommended hours of sleep (7-8 hours); hence, they registered greater sleepiness scores over the season than day shift workers. Environmental and work output recordings did not prove to have a significant influence on fatigue development, and neither did work experience or physical exercise. Conclusion: An amalgamation of numerous contributing factors within the work situation, private situation, and the individual influenced the development of fatigue, where there was no primary causal factor. Future studies should consider recording the accuracy of the sorting performance to acquire rich, objective data.Thesis (MSc) -- Faculty of Science, Human Kinetics and Ergonomics, 202
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