14 research outputs found

    Human performance and strategies while solving an aircraft routing and sequencing problem: an experimental approach

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    As airport resources are stretched to meet increasing demand for services, effective use of ground infrastructure is increasingly critical for ensuring operational efficiency. Work in operations research has produced algorithms providing airport tower controllers with guidance on optimal timings and sequences for flight arrivals, departures, and ground movement. While such decision support systems have the potential to improve operational efficiency, they may also affect users’ mental workload, situation awareness, and task performance. This work sought to identify performance outcomes and strategies employed by human decision makers during an experimental airport ground movement control task with the goal of identifying opportunities for enhancing user-centered tower control decision support systems. To address this challenge, thirty novice participants solved a set of vehicle routing problems presented in the format of a game representing the airport ground movement task practiced by runway controllers. The games varied across two independent variables, network map layout (representing task complexity) and gameplay objective (representing task flexibility), and verbal protocol, visual protocol, task performance, workload, and task duration were collected as dependent variables. A logistic regression analysis revealed that gameplay objective and task duration significantly affected the likelihood of a participant identifying the optimal solution to a game, with the likelihood of an optimal solution increasing with longer task duration and in the less flexible objective condition. In addition, workload appeared unaffected by either independent variable, but verbal protocols and visual observations indicated that high-performing participants demonstrated a greater degree of planning and situation awareness. Through identifying human behavior during optimization problem solving, the work of tower control can be better understood, which, in turn, provides insights for developing decision support systems for ground movement management

    Cinema-going trajectories in the digital age

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    The activity of cinema-going constantly evolves and gradually integrates the use of digital data and platforms to become more engaging for the audiences. Combining methods from the fields of Human Computer Interaction and Film Studies, we conducted two workshops seeking to understand cinema audiences’ digital practices and explore how the contemporary cinema-going experience is shaped in the digital age. Our findings suggest that going to the movies constitutes a trajectory during which cinemagoers interact with multiple digital platforms. At the same time, depending on their choices, they construct unique digital identities that represent a set of online behaviours and rituals that cinemagoers adopt before, while and after cinema-going. To inform the design of new, engaging cinemagoing experiences, this research establishes a preliminary map of contemporary cinema-going including digital data and platforms. We then discuss how audiences perceive the potential improvement of the experience and how that would lead to the construction of digital identities

    Creativity Bento Box: a physical resource pack to support interaction in virtual space

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    The Creativity Bento Box is a physical resource pack, designed to support casual social interaction and break taking in an intensive, computer-mediated social activity. It was developed within the Creativity Greenhouse project, which piloted a mechanism to create research proposals and distribute funding at a distance. This involved facilitated phases of collaboration and competition over multiple days of computer-mediated work, where participants communicate and interact through a virtual world. During the iterative development process, the lack of time for socialising, the intense focus on virtual resources, and a lack of time spent away from the screen were reported as negative issues in feedback from participants. We report on the development of the Creativity Bento Box and how it helped to address these issues. By providing physical resources that contrasted with the properties of the virtual world, it supported people to socialise and take breaks from their primary activity, allowed them to include physical space and artefacts in their interactions, and provoked moves away from the otherwise intense focus on the computer. We reflect on the roles of the Bento Box as a gift, in bridging between physical and virtual contexts, its higher suitability during the earlier phases of ideation and group development, and its perception by participants as something ‘framed’. Through this, we highlight the underexplored potential of using physical, offline resources as a means to solve difficulties in distanced social interactions

    More than trust: compliance in instantaneous human-robot interactions

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    Compliance is when a human positively responds to a request or a recommendation given by a system. For example, when prompted, providing your thumbprint for an automated biometric scanner at the airport or starting to watch a new TV show on a streaming service ‘we think you will love’. In trust-related research, compliance is frequently used as a behavioural measure of trust. When evaluating the compliance-trust association in experimental settings, typically, the participants agree, when asked, that they complied because they trusted the system. We developed three scenarios in instantaneous settings where compliance with an instruction delivered by a robot would typically be ascribed to trust. However, rather than asking, ‘Did you trust?’, we asked, ‘Why did you comply?’ In a thematic analysis of responses, we discovered robot design characteristics and sources not related to the design that persuade humans to comply with instructions delivered by a robot.</p

    More Than Trust: Compliance in Instantaneous Human-robot Interactions

    No full text
    Compliance is when a human positivelyresponds to a request or a recommendation given by a system.For example, when prompted, providing your thumbprint foran automated biometric scanner at the airport or starting towatch a new TV show on a streaming service ‘we think youwill love’. In trust-related research, compliance is frequentlyused as a behavioural measure of trust. When evaluating thecompliance-trust association in experimental settings, typically,the participants agree, when asked, that they complied becausethey trusted the system. We developed three scenarios ininstantaneous settings where compliance with an instructiondelivered by a robot would typically be ascribed to trust.However, rather than asking, ‘Did you trust?’, we asked, ‘Whydid you comply?’ In a thematic analysis of responses, wediscovered robot design characteristics and sources not relatedto the design that persuade humans to comply with instructionsdelivered by a robot.</p

    An Empirical Framework for Understanding Human-Technology Interaction Optimisation for Route Planning

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    A number of interactive systems have been developed in the past to simulate or improve optimised route planning as part of problem solving (e.g. Vehicle Routing Problems (VRPs)) focussing mainly in the utilisation of computational algorithms. Main reasons for developing such interactive systems is that they combine the strengths both computerised systems and humans have, to aid the generation of optimal solutions and promote green logistics. Under a joint-cognitive perspective, the system and the human operator (user) become parts of a single ecosystem, co-operating to complete a task and in which cognitive technologies aid them to reach a decision. This paper reports the performance-based design of such an interactive tool that supports optimisation in route planning. It aims to identify human performance, behaviour and opportunities for designing innovative usercentred interactive optimisation tools for route planning. Twenty-six users evaluated the interactive route planner. Results suggest that switching strategies while planning routes lead to increase in route optimality while providing different levels of control for the user. Results lead to the extension of a joint-cognitive approach framework for optimisation routing problems that takes into account both performance metrics and contextual factors such as changes within the task environment. Related implications to optimisation systems’ design and evaluation are also discussed with a particular focus on how new ubiquitous navigation technologies can be improved to promote cooperation and more optimal route planning

    Child protective services during COVID-19 and doubly marginalized children: International perspectives

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    BackgroundAlongside deficits in children's wellbeing, the COVID-19 pandemic has created an elevated risk for child maltreatment and challenges for child protective services worldwide. Therefore, some children might be doubly marginalized, as prior inequalities become exacerbated and new risk factors arise.ObjectiveTo provide initial insight into international researchers' identification of children who might have been overlooked or excluded from services during the pandemic.Participants and settingThis study was part of an international collaboration involving researchers from Brazil, Canada, Colombia, Israel, South Africa, Uganda, the UK and the USA. Researchers from each country provided a written narrative in response to the three research questions in focus, which integrated the available data from their countries.MethodThree main questions were explored: 1) Who are the children that were doubly marginalized? 2) What possible mechanisms may be at the root? and 3) In what ways were children doubly marginalized? The international scholars provided information regarding the three questions. A thematic analysis was employed using the intersectional theoretical framework to highlight the impact of children's various identities.ResultsThe analysis yielded three domains: (1) five categories of doubly marginalized children at increased risk of maltreatment, (2) mechanisms of neglect consisting of unplanned, discriminatory and inadequate actions, and (3) children were doubly marginalized through exclusion in policy and practice and the challenges faced by belonging to vulnerable groups.ConclusionThe COVID-19 pandemic can be used as a case study to illustrate the protection of children from maltreatment during worldwide crises. Findings generated the understanding that child protective systems worldwide must adhere to an intersectionality framework to protect all children and promote quality child protection services
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