1,351 research outputs found

    Development of a model based on virtual reality for the evaluation of behavioral compliance with warnings and wayfinding contexts

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    Virtual Reality (VR) when framed in adequate methodologies, has an ample field of application for Ergonomics and for Design, since it allows to analyze and understand how people interaction with simulated situations in Virtual Environments (VEs). As such, it is of extreme importance for research and the practice of Ergonomics, to understand how it is possible to optimize, create, implement and evaluate solutions based in VEs in different contexts, including dangerous one, in particular those that can place in risk the physical integrity of people. These VEs can be used to study the Human behavior in critical situations, which is important when projecting products and systems that involve dangers to the users that would be difficult to study otherwise. In this context, this project has as its general objective the study of the factors that influence the development of VEs for VR and in the implementation of solutions (with a focus on the software and hardware) that better can correspond to the development of this type of studies, namely in studies of behavioral compliance with warnings and in studies of wayfinding. The methodological proposal described in this document focuses in a User-Centered Design (UCD) perspective, which involved the participation of the users, in the different phases of development of the project. As a result, it was developed and evaluated software and hardware solutions for the understanding and evaluation of the factors associated to the study of Human behavior, namely in behavioral compliance with warnings and in wayfinding contexts. It was also studied the best solutions for interaction and navigation in VEs, that correspond to high levels of presence, which is a fundamental aspect in behavioral compliance with warnings and wayfinding studies that use VR as a support tool. With this purpose, two navigational interfaces were developed (i.e., Balance Board and Walk-in-Place), also in a UCD perspective, to guarantee a constant cycle of tests and improvement of the implementations among the users. A comparative study was made between these two navigational interfaces and another that is commonly used in studies with VR (i.e., a Joystick). This comparative study was conducted in a context of evaluation of behavioral compliance with warnings and performance variables were analyzed, as well as the levels of presence in the different navigational interfaces. There were no statistically significant differences in the levels of presence or in the behavioral compliance between the three navigational interfaces. However, statistically significant differences were found in several performance variables (e.g., average speed, total distance). Future directions for the research are also discussed.A Realidade Virtual (RV) quando enquadrada em metodologias adequadas, tem um campo de aplicação alargado para a Ergonomia e o Design, visto permitir analisar e compreender como as pessoas interagem com situações simuladas em Ambientes Virtuais (AVs). Desta forma, é de extrema importância para a investigação ou prática da Ergonomia, perceber como se pode optimizar, construir, implementar e avaliar soluções baseadas em AVs em diferentes contextos, incluindo contextos perigosos, particularmente aqueles que podem colocar em risco a integridade física das pessoas. Estes AVs podem ser usados para estudar o comportamento Humano em situações críticas, o que é importante quando se projecta produtos e sistemas que envolvam perigos para os utilizadores que de outra forma seria muito difícil avaliar. Neste contexto, este projecto tem como objectivo geral o estudo dos factores que influenciam o desenvolvimento de ambientes para Realidade Virtual e na implementação de soluções (com um foco maior no software e hardware) que melhor possam corresponder ao desenvolvimento deste tipo de estudos, nomeadamente em estudos de consonância comportamental com avisos de segurança e estudos de wayfinding. A proposta metodológica descrita neste documento foca-se numa perspectiva de Design Centrado no Utilizador (DCU), que envolveu a participação dos utilizadores, nas várias fases de desenvolvimento do projecto. Como resultado, desenvolveu-se e avaliou-se soluções de software e hardware para a compreensão e avaliação dos factores associados ao estudo do comportamento Humano, nomeadamente para a consonância comportamental com avisos de segurança e para situações de wayfinding. Foram também estudadas as melhores soluções para interacção e navegação em AVs, que correspondam a níveis de presença elevados, aspecto fundamental em estudos de consonância comportamental com avisos de segurança e em estudos de wayfinding que usam RV. Com este intuito, foram desenvolvidas duas interfaces de navegação para Realidade Virtual (i.e., Balance Board e Walk-in-Place), também numa perspectiva de DCU, para garantir um constante ciclo de testes e aperfeiçoamento das implementações junto dos utilizadores. Foi realizado um estudo comparativo entre estas duas interfaces de navegação e uma outra que é utilizada mais frequentemente em estudos com RV (i.e., um Joystick). Este estudo comparativo realizou-se num contexto de avaliação da consonância comportamental com avisos de segurança e foram analisadas variáveis de desempenho, assim como os níveis de presença das diferentes interfaces de navegação. Não se observaram diferenças estatisticamente significativas em relação aos níveis de presença nem em relação à consonância comportamental entre as três interfaces de navegação. No entanto, foram encontradas diferenças estatisticamente significativas em várias variáveis de desempenho (e.g., velocidade média, distância percorrida). Também são discutidas as possíveis linhas de investigação de continuação ao trabalho

    Research on Workplace Safety Sign Compliance: Validation of a Virtual Environment Prototype

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    AbstractRecent studies have highlighted Virtual Environments (VEs) as feasible tools for conducting safety sign research. Conversely, guidelines on how to conduct such studies with workplace safety signs and older workers, is scarce. The nature of this study is justified by the fact that, as workers grow older, their ability to comply with such signs is adversely affected by age-related deficits. Therefore, the present pilot study sought to assess the quality of a VE prototype that was specifically designed to conduct safety sign research with middle-aged working adults (50-65 yrs). Using a work-related context, and a sample of twelve workers, the study consisted of two key moments: 1) to examine the workers’ interaction, by evaluating their behavioral compliance; and 2) to analyze their overall user experience, by assessing their subjective perceptions. In order to undergo such an evaluation, the following VE interaction issues were addressed: simulator sickness, sense of presence, level of engagement and hazard perception. Both behavioral and subjective data were gathered from three sources: observation, post-hoc questionnaires, and semi-structured interviews. Results reveal that: 1) the VE's workplace safety signs were ineffective in promoting behavioral compliance; and 2) despite the occurrence of some simulator sickness, overall, participants had high levels of presence and engagement, as well as correctly perceived the VE's hazard. In conclusion, the VE prototype proved to be adequate for the study's purpose

    USING VIRTUAL REALITY TO THE SAFETY WARNINGS DESIGN: THE EFFICIENCY THROUGH PRESENCE

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    The objective of this study was to use virtual reality as a validation method of a new multimodal warning for use in situations of risk and danger. This warning is intended to be more efficient than the static warnings as regards their ability to convey clear, objective information and securely. The virtual environment used was developed with immersive virtual reality simulating a risk and danger to the user. This virtual environment allows situations are simulated in real life would be impossible for putting at risk the lives of people. For the warning efficiency were evaluated, we used two warnings, static and multimodal, which consisted of harmonization between the ISO and ANSI standards. As innovation factor used was the explanation of the consequences of non-compliance. Multimodal elements used in the notice were a file with a recorded human voice and a flashing red light. These results demonstrated that the virtual environment used, and the multimodal warning were efficient in their goals. The results of the variables used were positive and the hypotheses was validated with the use of statistical tests

    Effect of time pressure in behavioural compliance with warnings : a study with virtual reality

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    Warnings, posted signs, alarms and labels on products are a constant in our everyday routine. All this information is made available with the main purpose of warning us of the risks and dangers to which we are exposed. The purpose of the present study was to examine how time pressure affects the compliance with warnings/ posted signs and exit signs. A virtual reality (VR) scenario was used. Fifty participants, were divided in two groups, one with no time pressure and the other with time pressure, to perform a work security verification routine during which a fire occurred and the participants had to leave the building guided by the exit signs. The results suggests that, under time pressure, the compliance with signs is worse. This work aims to contribute to the design of more effective warnings.Avisos, sinais, alarmes e rótulos de produtos são uma constante no nosso dia-a- dia. Esta informação é disponibilizada com o objetivo de nos alertar para os riscos e perigos a que estamos expostos. Este trabalho teve como objectivo avaliar como a pressão temporal influencia a consonância comportamental com avisos/sinais e sinalização de saída de emergência Para tal, utilizou-se um cenário de realidade virtual (RV). Cinquenta participantes divididos em dois grupos, um sem pressão temporal e outro com a pressão temporal, tinham de executar uma rotina de verificação de segurança, durante a qual ocorria um incêndio e, para saírem do edifício, os participantes tinham de seguir os sinais de saída de emergência. Os resultados sugerem que, sob pressão temporal, a consonância comportamental com sinais é pior do que quando não existe pressão temporal. Este trabalho tem como objetivo contribuir para a concepção de avisos mais eficazes

    A High-Fidelity VR Simulation Study: Do External Warnings Really Improve Pedestrian Safe Crossing Behavior?

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    To better communicate with pedestrians, adding external displays to autonomous vehicles (AVs) has been proposed as a potential communication method to encourage safe crossing behavior by pedestrians. Whereas, most researchers have conducted intercept interviews, lab studies, or simulation studies to explore the efficacy of these displays, these approaches only studied crossing intention but did not explore crossing behavior. We developed a high-fidelity virtual reality scenario where participants could demonstrate actual crossing behavior within an adequately replicated real-world street. We simulated a local street with scalability of the real world in a VR environment, conducted an experiment in an empty space large enough for participants to move across the road in the VR environment. A mixed-method approach assessed attitudinal and behavioral interactions with potential warning patterns. The results showed that the warning patterns contributed significantly to pedestrians’ perceptual vigilance, as in past studies, but safer crossing behavior was not observed. This suggests that crossing intention measures may not be an adequate substitute for behavioral measures of crossing

    Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial

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    Background. Psychological stress occurs when an individual perceives that environmental demands tax or exceed his or her adaptive capacity. Its association with severe health and emotional diseases, points out the necessity to find new efficient strategies to treat it. Moreover, psychological stress is a very personal problem and requires training focused on the specific needs of individuals. To overcome the above limitations, the INTERSTRESS project suggests the adoption of a new paradigm for e-health - Interreality - that integrates contextualized assessment and treatment within a hybrid environment, bridging the physical and the virtual worlds. According to this premise, the aim of this study is to investigate the advantages of using advanced technologies, in combination with cognitive behavioral therapy (CBT), based on a protocol for reducing psychological stress. Methods/Design. The study is designed as a randomized controlled trial. It includes three groups of approximately 50 subjects each who suffer from psychological stress: (1) the experimental group, (2) the control group, (3) the waiting list group. Participants included in the experimental group will receive a treatment based on cognitive behavioral techniques combined with virtual reality, biofeedback and mobile phone, while the control group will receive traditional stress management CBT-based training, without the use of new technologies. The wait-list group will be reassessed and compared with the two other groups five weeks after the initial evaluation. After the reassessment, the wait-list patients will randomly receive one of the two other treatments. Psychometric and physiological outcomes will serve as quantitative dependent variables, while subjective reports of participants will be used as the qualitative dependent variable. Discussion. What we would like to show with the present trial is that bridging virtual experiences, used to learn coping skills and emotional regulation, with real experiences using advanced technologies (virtual reality, advanced sensors and smartphones) is a feasible way to address actual limitations of existing protocols for psychological stress
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