724 research outputs found

    Purposeful tool use in early lithic technologies

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    Transcript of Interview With Bob Henry Baber

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    An interview with Bob Henry Baber by Chris Green discussing the early days of the Southern Appalachian Writers Cooperative

    The ergonomics of command and control

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    Since its inception, just after the Second World War, ergonomics research has paid special attention to the issues surrounding human control of systems. Command and Control environments continue to represent a challenging domain for Ergonomics research. We take a broad view of Command and Control research, to include C2 (Command and Control), C3 (Command, Control and Communication), and C4 (Command, Control, Communication and Computers) as well as human supervisory control paradigms. This special issue of ERGONOMICS aims to present state-of-the-art research into models of team performance, evaluation of novel interaction technologies, case studies, methodologies and theoretical review papers. We are pleased to present papers that detail research on these topics in domains as diverse as the emergency services (e.g., police, fire, and ambulance), civilian applications (e.g., air traffic control, rail networks, and nuclear power) and military applications (e.g., land, sea and air) of command and control. While the domains of application are very diverse, many of the challenges they face share interesting similarities

    Designing Smart Objects to Support Affording Situations: Exploiting Affordance Through an Understanding of Forms of Engagement

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    In this paper I consider how the concept of “affordance” has been adapted from the original writings of Gibson and applied to interaction design. I argue that a clear understanding of affordance shifts the goal of interaction design from one of solely focusing on either the physical object or the capabilities of the person, toward an understanding of interactivity. To do this, I develop the concept of Forms of Engagement, originally proposed to account for tool use. Finally, I extend this concept to interacting with modified tangible user interfaces, or “animate objects.” These animate objects not only sense how they are being used, but also communicate with each other to develop a shared intent, and provide prompts and cues to encourage specific actions. In this way, the human-object-environment system creates affording situations in pursuit of shared intentions and goals. In order to determine when to provide prompts and cues, the objects need to have a model of how they ought to be used and what intention they are being used to achieve. Consequently, affordances become not only the means by which actions are encouraged but also the manner in which intentions are identified and agreed

    WESTT (Workload, Error, Situational Awareness, Time and Teamwork): An analytical prototyping system for command and control

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    Modern developments in the use of information technology within command and control allow unprecedented scope for flexibility in the way teams deal with tasks. These developments, together with the increased recognition of the importance of knowledge management within teams present difficulties for the analyst in terms of evaluating the impacts of changes to task composition or team membership. In this paper an approach to this problem is presented that represents team behaviour in terms of three linked networks (representing task, social network structure and knowledge) within the integrative WESTT software tool. In addition, by automating analyses of workload and error based on the same data that generate the networks, WESTT allows the user to engage in the process of rapid and iterative “analytical prototyping”. For purposes of illustration an example of the use of this technique with regard to a simple tactical vignette is presented

    Cooking guide: Direct and indirect form of interaction in the digital kitchen environment

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    This paper explores the potential of ambient cueing in assisting cooking activities in the digital kitchen environment.An application has been developed which given the opportunity to receive feedback and guidance related to cooking tasks through ambient displays.This challenge of balancing the need to incorporate feedback and guidance with the cooking tasks is addressed through the development of two forms of user interface; direct and indirect.The results of this study suggest that the indirect form of interaction produce a physical distraction in task performance but more interestingly produces cognitive disruptions.Meanwhile, direct form of interaction provides a standard and natural cooking interface that contributes more advantages in terms of cooking performance and accessing digital information
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