13,068 research outputs found

    Making training more cognitively effective: making videos interactive

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    The cost of health and safety (H&S) failures to the UK industry is currently estimated at up to ÂŁ6.5 billion per annum, with the construction sector suffering unacceptably high levels of work-related incidents. Better H&S education across all skill levels in the industry is seen as an integral part of any solution. Traditional lecture-based courses often fail to recreate the dynamic realities of managing H&S on site and therefore do not sufficiently create deeper cognitive learning (which results in remembering and using what was learned). The use of videos is a move forward, but passively observing a video is not cognitively engaging and challenging, and therefore learning is not as effective as it can be. This paper describes the development of an interactive video in which learners take an active role. While observing the video, they are required to engage, participate, respond and be actively involved. The potential for this approach to be used in conjunction with more traditional approaches to H&S was explored using a group of 2nd-year undergraduate civil engineering students. The formative results suggested that the learning experience could be enhanced using interactive videos. Nevertheless, most of the learners believed that a blended approach would be most effective

    Science and Mathematics Student Research Day 1997

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    Do avalanche airbags lead to riskier choices among backcountry and out-of-bounds skiers?

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    While the effectiveness of airbags for reducing mortality in avalanche involvements has been examined in various studies, the question of whether the added safety benefit might lead to increased risk-taking – a phenomenon referred to as risk compensation or risk homeostasis – has only been tackled by a few researchers. Building on the existing research on airbags, risk compensation, and stated terrain preferences in winter backcountry recreation, we conducted an extensive online survey including a discrete choice experiment to approach the topic of avalanche airbags and risk compensation from multiple perspectives. Our study sample consists of 163 airbag owners and 243 non-owners mainly from Switzerland, Germany, and Austria. The analyses of the survey responses provide both indirect and direct evidence that risk compensation in response to avalanche airbags is likely within at least certain segments of the recreational backcountry and out-of-bounds skiing population. Initial indirect evidence on risk compensation is provided by examining participants’ responses to airbag attitude and use questions using the framework of Hedlund (2000). The stated terrain preferences in our discrete choice experiment with and without airbags indicate that non-owners of airbags might make more aggressive terrain choices when they are given an airbag, whereas the preference patterns of owners did not change when the airbag was taken away from them. Finally, our analysis of avalanche involvement rates with and without airbags offers the most direct evidence that more thrill-seeking backcountry users are taking higher risks when equipped with airbags. The paper concludes with a discussion that highlights that the potential for risk compensation is not a strong argument against the use of avalanche airbags

    Virtual reality utility and usefulness in the furniture, fixture and equipment sector: a validation of interactive and distributed immersion

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    PURPOSE: The Furniture, Fixture and Equipment (FFE) sector is well placed to leverage virtual reality (VR) technology for competitive and operational advantages; however, the diffusion of VR applications in this sector has followed a steep curve. This study reports on the implementation of two novel VR applications in the FFE sector and also investigates the challenges and benefits associated with their use and adaptability. DESIGN/METHODOLOGY/APPROACH: A sequential exploratory mixed research methodology consisting of three phases was adopted for this study. This included identification of factors that affect/facilitate the implementation of VR (Challenges and Benefits) using experiments during in-house prototyping of VR applications, a rigorous literature review and questionnaire survey to solicit FFE Stakeholder's (n = 117) opinion on the utility and usefulness of the proposed applications and to the understand factors that facilitate and inhibit their implementation in FFE's context, particularly as a design communication and coordination tool. FINDINGS: The findings of this study revealed that distributed and single-user VR has become essential to digitalising the FFE sector's design communication with improved design communication being regarded as the most important benefit of its use. Conversely, the most critical challenge that inhibits the implementation of these two VR applications in the FFE sector is the perceived cost. ORIGINALITY/VALUE: This study provides valuable insight to FFE's stakeholders to devise action plans to mitigate myriad complex and interrelated factors that affect the adoption of virtual reality technology in the FFE sector that are otherwise very hard to understand, and the consequential implementation of any mitigation plans cannot be devised
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