48 research outputs found

    Non-visual Effects of Road Lighting CCT on Driver's Mood, Alertness, Fatigue and Reaction Time: A Comprehensive Neuroergonomic Evaluation Study

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    Good nighttime road lighting is critical for driving safety. To improve the quality of nighttime road lighting, this study used the triangulation method by fusing "EEG evaluation + subjective evaluation + behavioral evaluation" to qualitatively and quantitatively investigate the response characteristics of different correlated color temperature (CCT) (3500K, 4500K, 5500K, 6500K) on drivers' non-visual indicators (mood, alertness, fatigue and reaction time) under specific driving conditions (monotonous driving; waiting for red light and traffic jam; car-following task). The results showed that the CCT and Task interaction effect is mainly related to individual alertness and reaction time. Individual subjective emotional experience, subjective visual comfort and psychological security are more responsive to changes in CCT than individual mental fatigue and visual fatigue. The subjective and objective evaluation results demonstrated that the EEG evaluation indices used in this study could objectively reflect the response characteristics of various non-visual indicators. The findings also revealed that moderate CCT (4500K) appears to be the most beneficial to drivers in maintaining an ideal state of mind and body during nighttime driving, which is manifested as: good mood experience; it helps drivers maintain a relatively stable level of alterness and to respond quickly to external stimuli; both mental and visual fatigue were relatively low. This study extends nighttime road lighting design research from the perspective of non-visual effects by using comprehensive neuroergonomic evaluation methods, and it provides a theoretical and empirical basis for the future development of a humanized urban road lighting design evaluation system.Comment: 38 pages, 15 figures, 103 conference

    Effects of Users’ Familiarity With the Objects Depicted in Icons on the Cognitive Performance of Icon Identification

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    This study investigated the effects of users’ familiarity with the objects depicted in icons on the cognitive performance of icon identification. First, without knowing the specific semantic information of icons, 20 participants were required to search for target icons among visually similar distractors for 3-hour-long training sessions across 1 week, during which their familiarity with different icons was manipulated by differential exposure frequencies. Half of the icons were presented 10 times more often than the other half. Subsequently, participants’ abilities to recall corresponding semantic information when cued with associated target icons were tested after they had learned all the icons. The results showed that, in both the visual search task and the semantic information recall task, participants performed significantly better when the icons were more familiar. Importantly, the effects of icon complexity in the visual search task diminished as participants became familiar with the icons, and the beneficial effects of familiarity in the semantic information recall task were larger when the icons were complex. These findings have practical implications for icon design. When creating new icons for time critical user interfaces, icons should be kept as simple as possible and employ familiar, commonly used, graphics

    A Method of Information Extraction from Design Sketches

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    A Real-Time Fatigue Sensing and Enhanced Feedback System

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    This paper describes a real-time fatigue sensing and enhanced feedback system designed for video terminal operating groups. This paper analyzes the advantages and disadvantages of various current acquisition devices and various algorithms for fatigue perception. After comparison, this study uses an eye movement instrument to collect user PERCLOS, and then calculates and determines the user’s fatigue state. A detailed fatigue discrimination calculation method is provided in this paper. The fatigue level is divided into three levels: mild fatigue, moderate fatigue and severe fatigue. Finally, this study uses the fatigue method demonstrated above to achieve real-time discrimination of the fatigue level of the user in front of the video operation terminal. This paper elaborates a method for waking up users and enhancing feedback based on their fatigue level and the importance of information. This study provides a solution for avoiding the operational risks caused by fatigue and lays the foundation for the machine to sense the user and provide different service solutions based on the user’s status

    A Real-Time Fatigue Sensing and Enhanced Feedback System

    No full text
    This paper describes a real-time fatigue sensing and enhanced feedback system designed for video terminal operating groups. This paper analyzes the advantages and disadvantages of various current acquisition devices and various algorithms for fatigue perception. After comparison, this study uses an eye movement instrument to collect user PERCLOS, and then calculates and determines the user’s fatigue state. A detailed fatigue discrimination calculation method is provided in this paper. The fatigue level is divided into three levels: mild fatigue, moderate fatigue and severe fatigue. Finally, this study uses the fatigue method demonstrated above to achieve real-time discrimination of the fatigue level of the user in front of the video operation terminal. This paper elaborates a method for waking up users and enhancing feedback based on their fatigue level and the importance of information. This study provides a solution for avoiding the operational risks caused by fatigue and lays the foundation for the machine to sense the user and provide different service solutions based on the user’s status

    Study on Hand–Eye Cordination Area with Bare-Hand Click Interaction in Virtual Reality

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    In virtual reality, users’ input and output interactions are carried out in a three-dimensional space, and bare-hand click interaction is one of the most common interaction methods. Apart from the limitations of the device, the movements of bare-hand click interaction in virtual reality involve head, eye, and hand movements. Consequently, clicking performance varies among locations in the binocular field of view. In this study, we explored the optimal interaction area of hand–eye coordination within the binocular field of view in a 3D virtual environment (VE), and implemented a bare-hand click experiment in a VE combining click performance data, namely, click accuracy and click duration, following a gradient descent method. The experimental results show that click performance is significantly influenced by the area where the target is located. The performance data and subjective preferences for clicks show a high degree of consistency. Combining reaction time and click accuracy, the optimal operating area for bare-hand clicking in virtual reality is from 20° to the left to 30° to the right horizontally and from 15° in the upward direction to 20° in the downward direction vertically. The results of this study have implications for guidelines and applications for bare-hand click interaction interface designs in the proximal space of virtual reality
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