98 research outputs found

    Augmented Reality Based on Object Recognition for Piping System Maintenance

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    Augmented Reality (AR) applications can be used to improve tasks and mitigate errors during facilities operation and maintenance. This article presents an AR system for facility management using a three-dimensional (3D) object tracking method. Through spatial mapping, the object of interest, a pipe trap underneath a sink, is tracked and mixed onto the AR visualization. From that, the maintenance steps are transformed into visible and animated instructions. Although some tracking issues related to the component parts were observed, the designed AR application results demonstrated the potential to improve facility management tasks

    Assessing the Accuracy of Task Time Prediction of an Emerging Human Performance Modeling Software - CogTool

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    There is a need for a human performance modeling tool which not only has the ability to accurately estimate skilled user task time for any interface design, but can be used by modelers with little or no programming knowledge and at a minimal cost. To fulfill this need, this research investigated the accuracy of task time prediction of a modeling tool – CogTool - on two versions of an interface design used extensively in the petrochemical industry – DeltaV. CogTool uses the KeyStroke Level Model (KLM) to calculate and generate time predictions based on specified operators. The data collected from a previous study (Koffskey, Ikuma, & Harvey, 2013) that investigated how human participants (24 students and 4 operators) performed on these interfaces (in terms of mean speed in seconds) were compared to CogTool’s numeric time estimate. Three tasks (pump I, pump II and cascade system failures) on each interface for both participant groups were tested on both interfaces (improved and poor), on the general hypothesis that CogTool will make task time predictions for each of the modeled tasks, within a certain range of what actual human participants had demonstrated. The 95% confidence interval (CI) tests of the means were used to determine if the predictions fall within the intervals. The estimated task time from CogTool did not fall within the 95% CI in 9 of 12 cases. Of the 3 that were contained in the acceptable interval, two belonged to the experienced operator group for tasks performed on the improved interface, implying that CogTool was better in predicting the operators’ performance than the students’. A control room monitoring task, by its nature, places great demand on an operator’s mental capacity. This also includes the fact that operators work on multiple screens and/or consoles, sometimes requiring them to commit information to memory that they have to revisit a screen to check on some vital information. In this regard, it is suggested that the one user mental operator for “think time” (estimated as 1.2sec), should be revised in CogTool to accommodate the demand on the operator. For this reason, the present CogTool prediction did not meet expectations in estimating control room operator task time, but it however succeeded in showing where the poor interface could be improved by comparing the detailed steps to the improved interface

    Gesture based persuasive interfaces for public ambient displays

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    Dissertação de Mestrado em Engenharia Informática 2º Semestre, 2011/2012This Master thesis studies how Public Ambient Displays (PAD) can be used as a tool to achieve behaviour change, through persuasive technology. In order to reach the goals of the thesis, an interactive public ambient display system called Motion-based Ambient Interactive Display (MAID) was developed. MAID is driven to motivate behaviour changes regarding domestic energy consumption, through a persuasive game interface based on gesture recognition technology. The developed prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in real life to achieve the same goals. The system provides feedback regarding the consequences of each action, in order to make users aware of the consequences of their actions. The implementation of MAID is based on a purpose built, highly configurable and modular framework. It allows the administrator to fine tune and tweak the application to the necessities of the setup location constraints, by adjusting basic display properties, change image content or even modify the scripted gameplay itself. The scripted game system is flexible enough to allow the repurposing of the framework, beyond the previously defined theme, for future studies. The MAID was subjected to user testing, in order to show that it is possible to create a persuasive PAD interface, using seamless interaction methods, with the currently available technology, and use it to spread awareness of a cause, leading to behaviour change.Fundação para a Ciência e Tecnologia - project DEAP (PTDC/AAC-AMB/104834/2008); CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/201

    Technology innovation for an aging society : blending research, public and private sectors

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    This volume originated with a workshop held in Vancouver immediately prior to the 1995 Annual Meeting of the Canadian Association on Gerontology. A group of individuals from the public policy, corporate and research sectors were invited to come together to explore issues relating to the development and market expansion of new technologies designed to enhance the health and quality of life of \u27at risk\u27 seniors. Among topics of concern were how to reconcile market imperatives with social and public policy agendas; how to effectively research and market technology to older persons; how to ensure consumer protection without destroying producers\u27 incentives for innovation, and generally, how to increase the availability, affordability, and use of appropriately designed technology by and for the benefit of seniors. The workshop featured more than a dozen outstanding speakers from Canada, the United States and Europe. Eight of them accepted an invitation to expand their workshop remarks into formal written form - the chapters that follow this introduction are the result.TABLE OF CONTENTS: 1. Introduction: Technology, Aging and Disability in Canada / Gloria Gutman; 2. Bringing the Product from the Design Concept to the Marketplace / Geoff Fernie; 3. How to Effectively Research and Market Technology to Older People / Margaret Wylde; 4. Technological Approaches to Management of \u27Problem\u27 Behaviours in Home and Institutional Settings / Gloria Gutman; 5. A Picture is Worth a Thousand Words: Using Video-based Technology to Understand Behaviour Problems in Long Term Care Settings / Bettye Rose Connell; 6. Environmental Design: Enabling Technology for an Aging Society / Gary Scott Danford and Edward Steinfeld; 7 Stair Safety and Accessibility: Standards Development in the Building and Housing Industry / Jake Pauls; 8. Blending Research, Private and Public Sector Agendas in the Information Economy / Satya Brink; 9. TIDE - Technology for the Integration of Disabled and Elderly People: A European Model for Research and Development in Assistive Technology / Rosalyn Moran and Egidio Ballabio

    A Mixed Reality Approach to 3D Interactive Prototyping for Participatory Design of Ambient Intelligence

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    Ambient Intelligence (AmI in short) is a multi-disciplinary approach aimed at enriching physical environments with a network of distributed devices in order to support humans in achieving their everyday goals. However, in current research and development, AmI is still largely considered within the engineering domain bearing undeveloped relationship with architecture. The fact that architecture design substantially aims to address the requirements of supporting people in carrying out their everyday life activities, tasks and practices with spatial strategies. These are common to the AmI’s objectives and purposes, and we aim at considering the possibilities or even necessities of investigating the potential design approach accessible to an architectural context. For end users, AmI is a new type of service. Designing and evaluating the AmI experience before resources are spent on designing the processes and technology needed to eventually run the service can save large amounts of time and money. Therefore, it is essential to create an environment in which designers can involve real people in trying out the service design proposals as early as possible in the design process. Existing cases related to stakeholder engaged design of AmI have primarily focused on engineering implementation and generally only present final outcome to stakeholders for user evaluation. Researchers have been able to build AmI prototypes for design communication. However, most of these prototypes are typically built without the involvement of stakeholders and architects in their conceptual design stage. Using concepts solely designed by engineers may not be user centric and even contain safety risks. The key research question of this thesis is: “How can Ambient Intelligence be designed through a participatory process that involves stakeholders and prospective users?" The thesis consists of the following five components: 1) Identification of a novel participatory design process for modelling AmI scenarios; 2) Identification of the requirements to support prototyping of AmI design, resulting in a conceptual framework that both "lowers the floor" (i.e. making it easier for designers to build the AmI prototypes) and "raises the ceiling" (i.e. increasing the ability of stakeholders and end users to participate in the design process deeply); i 3) Prototyping an experimental Mixed Reality Modelling (MRM in short) platform to facilitate the participatory design of AmI that supports the requirements, design process, and scenarios prototyping; 4) Case study of applying MRM platform to participatory design of a Smart Laser Cutting Workshop(LCW in short) which used to evaluate the proposed MRM based AmI design approach. The result of the research shows that the MRM based participatory design approach is able to support the design of AmI effectively

    Reducing the Risk: Psychological and Technological Approaches for Improving Handwashing Practices in the Foodservice Industry

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    As Americans are spending greater portions of their dollar on food consumed outside the home, the foodservice industry plays more of an integral part of daily existence compared to previous generations. Given the numerous annual foodborne illness outbreaks that threaten human lives while undermining confidence in the food supply, food safety is a pertinent issue for industry stakeholders, government regulators, and consumers. Food worker handwashing reduces the risk of foodborne illness transmission, yet compliance with this simple behavior is a complex problem. This dissertation addresses, predominantly, the issue of sub-optimal handwashing practices through applying psychology and technology, including wearable computers and a video game. Chapter one discusses prior efforts to improve handwashing compliance, while providing a theoretical framework to guide industry professionals through strategies that consider the potentially negative psychological effects of interventions on employees. Chapter two highlights handwashing practices of early childhood center food handlers. While average compliance was 22%, strict adherence to the guidelines would have required 12 minutes/hour devoted to handwashing. Chapter three explores handwashing in relation to organizational climate factors; managerial commitment was the only significant predictor of handwashing. Chapter four shows wearable technology-based training is preferred by food handlers. Chapter five indicates how participants who viewed strictly video-based training were four times as likely to wash hands compared to participants trained with smart glasses. Chapter six highlights the efficiency of handwashing training with smart glasses. Chapter seven includes the design and development of a video game played while washing hands. Perceptions of the device were only slightly positive, showing the need for either improved reward mechanisms or alternative strategies to motivate handwashing. Chapter eight evaluates the relationship between risk classification of foodservice establishments and food safety violation rates. High priority facilities had significantly higher food safety violation rates compared to medium and low priority facilities. In looking to the future of foodservice, many jobs are highly susceptible to automation; emotional intelligence may translate to greater job security in the coming years. Chapter nine evaluated perceptions of job insecurity rendered by automation in relation to emotional intelligence. There was no correlation between the two variables

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Application of biomechanical techniques to improved design of products and environments for an ageing population

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    This work describes the development of a technique for the evaluation of the performance of a product's physical user interface. The technique is intended to combine the best features cat conventional user group testing with those of computer based biomechanical modelling. A requirement for the new technique exists as social pressure demands that consumer products he optimised for users with a wide range of physical capabilities, while shortening product lifecycles leave less time for extensive user evaluation programmes. A demonstration system was developed, based upon the use of an electromagnetic tracking system to gather upper limb motion data and a two segment, rigid link biomechanical model. Experimental work was carried out to test the effectiveness of the system at following limb movements and average error in reconstruction of hand position from segment angle data was 62mm (Standard deviation 41 mm) The modelling system was applied to the assessment of two types of product: cutlery and drinking vessels and the effectiveness of various statistical techniques in allowing the rapid identification of important design parameters was assessed. The use of Taguchi's smaller-the-better signal to noise ratio was found to be effective for the measurement of the effect of product design on shoulder and elbow forces. Cutlery with enlarged handles designed to reduce grip strength requirements tended to increase forces at the shoulder. The method was also applied to an interface optimisation problem involving the design of a lever mechanism. Partial factorial design was used to minimise experimental cost during the assessment of multiple factors, but strong interactions were detected between interface parameters, reducing the value of the analysis. The overall height of the lever handle relative to the user's shoulder was found to be the most significant design factor, with an optimum operating situation existing where the lever was low enough to require almost full extension of the elbow during use. The work concludes that biomechanical analysis holds further promise for the optimisation of interface parameters, provided the high experimental cost involved with present techniques can be reduced
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